I have been listening to The Plagues from Prince of Egypt a lot lately, and came upon a thought. Is there a charm or spell that could emulate the Ten Egyptian Plagues?.

1. Water turns to Blood, Fish Die - This sounds like something an Abyssal could do, to try to kill off fishing villages. Kimberyan Infernals could do something similar, but with more acid and the fish turning hostile instead.
2. Frogs - No idea, maybe certain Exalts with animal control powers?, do Lunars have those?
3. Lice - ???
4. Fly Swarms - Abyssals??, Lunars??
5. Dead Livestock - Abyssal?, Abyssal
6. Incurable Boils - Definitely Abyssal
7. Rains of Fire - There's probably a spell for that
8. Locusts - Infernals have Cecelynes Locusts, Can probably get them to eat all crops with a couple of upgrades
9. Three Days Darkness - Abyssal or Noon As Night Evocation using Infernal
10. Death of Firstborn Sons - Abyssal Charm or a nasty Sorcerous Working
 
Honestly such an artifact is why I sometimes think that artifact ratings should be more subjective/flexible.

In a hard scrabbling game that has survival as a focus and has you struggling for every meal you need to eat, I'd put such an artifact at 3-4 dots, simply because you'd be 'ignoring' much more of the campaigns challenge..

In a Grand Theft Yeddim game where the players are running riot and planning to steal the Aidenweiss so they can use it to ride the Kukla into battle against the Hordes of Malfeas, I wouldn't even bother charging a dot for it, since its unlikely to actually come up that much.
 
Sorcery is right place for "large scale biblical miracles" effects. Check the "Invocation of Invincible Army"

Ps. I have a question, because I've read latest updates of Kerisgame and.. does ES and Aleph's infernals use Urge mechanics? If the Yozi are not involved directly how is Urge changed?
 
Ps. I have a question, because I've read latest updates of Kerisgame and.. does ES and Aleph's infernals use Urge mechanics? If the Yozi are not involved directly how is Urge changed?

Yes. Check the Fourth Soul document for some of the details, but to summarise; the job of the coadjutor is anchor the Urge. The Unquestionable can alter the current Urge at Calibration as part of a ritual involving Lilunu (who is basically their tool for interacting with the Infernal Exaltations). Alternatively, they can assign a new Urge if the Infernal finishes their previous one. If the Infernal and the coadjutor both genuinely believe the current Urge is impossible, the coadjutor can reconfigure it to one that's in-theme.

As a general rule of thumb, in Kerisgame the Third Circles are behind pretty much everything that's ascribed to the Yozis in canon. It wasn't the Yozis who came up with the plan to get their hands on their own Exaltations - it was a cabal of Third Circles headed by Ligier (hence why they're green sun princes). The Third Circles built the artificial Third Circle Lilunu, and welded her onto their Yozis [1], making her a tool of primordial power that can interface with Exaltations, and they built shells of titanic essence around the core of the sun-shards of the Solar Exaltations, tainting them green and making them a demon realm in microcosm.

You can get a lot done when, like, seventy Essence 8-10 beings work together. Sure, an individual Third Circle might not be as potent as an Incarna - but between them, they have a lot of supernatural mojo and a lot of thematic breadth.

(Essentially, the coadjutor is a prosthetic soul that the Unquestionable designed to be an "injection point" for orders, and that's why one of the "going rogue" options is An Usurpation Unnoticed, where the Infernal either kills their coadjutor and promotes another one of their souls to fill its space, or they break their coadjutor away from anyone else, and essentially patch the weak spot)

[1] This maaaaaaaaay be heavily related to Ligier's own schemes to replace his onee-sama, Ruvelia.
 
I have been listening to The Plagues from Prince of Egypt a lot lately, and came upon a thought. Is there a charm or spell that could emulate the Ten Egyptian Plagues?
All the domain of Sorcery, not Charms. Ten Plagues-style shit is literally the kind of strategic-scale supernatural mojo that Sorcery is intended for. You might be able to half-ass a few with Charms ("it's a plague of frogs, and frogs are animals, so it must be Lunars!"), but if you want to bring all ten plagues down on a city-state you should be a sorcerer. Most are Terrestrial (River of Blood yoooo~), but one or two might be Sapphire Circle - especially the tenth.
 
EarthScorpion Homebrew: Ghouls
Ghouls - They Hunger!

Man should not eat man, nor woman eat woman. This is one law of Creation acknowledged by almost every culture there is. Even in the cases where ritual cannibalism is practiced, it is usually in a limited and specific way, where only part of the body is devoured and it is carried out in a ceremonial manner on bodies that have been purified for consumption. There are sound reasons for this. A dead human is diseased and spiritually corrupt. The po that rests within it taints the flesh with the stuff of the Dead. To eat such impurity is to take such impurity into one's self, where it nourishes the flesh and is absorbed by the soul. To break from these laws is usually a mark of desperation - or depravity.

And so, invariably, it happens. When famine strikes a land, when a travelling party runs out of supplies, when someone is cast out of their village and forced to live only on scraps, people eat their fallen. Sometimes, they are safe. Their flirtation with forbidden practices comes with no long term price. Sunlight and the simple natural practices of life serve to cleanse them of the taint they absorb.

But sometimes their souls welcome the corruption of the corpse-eater. Their teeth lengthen. Their nails grow sharp. A hunger gnaws in their gut for the forbidden taste of human flesh. Sometimes they force it down and repress it for the rest of their natural life, and their soul forgets the forbidden knowledge as long as they indulge no more. But many do not, and the more they feast the more their souls learn and their flesh changes. Those who spend time in a shadowland are particularly prone to this, because the world around them is already half-dead. That such soil is prone to failed harvests only makes the risk of ghouldom more frequent.

And if those poor creatures who eat the flesh of their own kind out of desperation are pathetic, the ones who do it out of choice are loathsome. Decadent aristocrats treat their servants as literal cattle and consume them in depraved feasts, only to find their monstrous deeds made evident in their bodies. Wicked warlocks devour human flesh to channel the energies of death, or to steal life from those they kill, or even to assume the form of a yidak for a night. Such magics always have their price, though the practitioner may consider it worth paying.

In some shadowlands or in remote castles, there have been generations of ghouls. The twistings of the form sometimes breed true, and a child will be born pallid, with a full set of sharp teeth. Such a babe must be weaned on blood. When a traveller comes across an isolated village where ghouls dwell, often their tales will call out a Wyld Hunt against such abominations - if they make it out of the hamlet alive.

Ghoul Mechanics

(The following uses @Revlid's mutations system.)

The mutations a ghoul has from their flesh-eating will, unless deliberately magically induced, sum out to 0 points or fewer. There is always a price.

All ghouls have the Creature of Darkness (-4) mutation. They are damned by the spiritual corruption of death they have devoured. In addition, all ghouls require some amount of meat in their diet. This is treated as Picky(0) as it is not a stringent enough requirement to qualify for Picky (-1), but leads them to fall ill if they try to maintain a vegetarian diet showing similar symptoms to sailors who spend extended periods at sea.

The following mutation packages represent various ghouls that can exist within your Creation. As can be seen, the extent of the changes that afflict them can be radically different in scale.

The Old Survivor
When he was a young man, he went on an ill-fated caravan trip. Trapped in the wastes, he did some things that he isn't proud of. He tries to forget, but sometimes he wakes in the night after a nightmare, mouth watering.

This is typical of the kind of ghoul who may not even realise he is one. He ascribes his low appetite to just being naturally lucky there, and his slight sensitivity to sunlight as just something that happens.

Positive: Slender (1)
Negative: Creature of Darkness (-4), Picky (0)

Wolfskin
It wasn't her fault... was it? She can't remember. Not really. She just runs, naked on all fours, her muzzle and teeth ready to find prey in the cold wastes of the North. She still hunts the ground around the old ruined caravan, even though the snow has long since filled in the dug-up graves. The rest of the time, she lives in a nearby village and knows nothing of what she does - even if normal food is like mud in her mouth.

Many ghouls take on animalistic features, coming to resemble a twisted version of the local dominant predators as they degenerate into a bestial form. In the snowy expanses of the North, this often means they take on the shape of a wolf or a sabre-tooth, while in the West they become shark-like mermaids and in the South big cats or even vultures. Such degeneration often produces split personalities and alternate forms. The following is a wolf-like ghoul.

Positive: Slender (4), Cosmetic (slightly canine features) (0)
Negative: Creature of Darkness (-4), Picky (Carnivore) (-1), Split Personality (Human mind/wolf-like ghoul mind) (-4)

Alternate Form (Involuntary Transformation) (linked to Split Personality) (Triggered by Hunger) 0
Alternate Form Positive: Skulker (Snow-like fur) (3), Swift (2), Natural Weapon (Oversized Fangs) (4), Deadly (said fangs) (2), Native (Northern Ice Wastes) (2)
Alternate Form Negative: Mute (-2), No Thumbs (-6)

Inbred Lord
"Of course I eat them. You eat cattle, don't you?"

In some shadowlands, the lords long ago fell to the practice of eating human flesh. They treat their human servants like animals, and consider themselves a different form of being. Some of them are growing to regret this, as at least one Abyssal has taken it upon themselves to... reeducate such men and women.

Positive: Deadly (Claws) (2), Tough (Leathery Skin) (1), Glider (Bat-like membranes of skin) (4)
Negative: Creature of Darkness (-4), Picky (Carnivore) (-1), Sensitivity (Sunlight) (-2),

The Eelman of Nexus
"Slurp slurp slurp, wriggly wriggly,
the eelman comes, higgly piggly.
He doesn't want soup, he doesn't want bread,
all he wants is your little head!"


An urban legend among the street rats of Nexus, the Eelman is said to be a pale man with a mouth like a leech. He doesn't have bones so he can crawl through the smallest gap and he can wriggle along the walls. He - so the children say - loves the taste of little boys and girls and he kills them and leaves them in the canals until they've gone all gooey so he can drink them up. He'll come for you in the night, or in dark places like the old sewers, and the only way to keep yourself safe from him is to throw salt in his face.

They're basically right.

Positive: Wall Crawler (6), Creeper (4), Deadly (Leech Mouth) (2), Natural Weapon (Leech Mouth) (1), Cosmetic (Pale and fishy) (0)
Negative: Creature of Darkness (-4), Allergy (Salt) (-4), Sensitivity (Sunlight) (-2), Picky (Can only drink stagnant water, can only eat the rotten flesh of children) (-3)

Ghoul Lords

Most ghouls are only mortal. Some, however, have feasted so heavily and become so laden with corruption and necrotic filth that they have already joined the ranks of the Dead. When a ghoul feasts too deeply, his hunger grows to a level that his two souls look at each other and lick their lips. His tainted souls attack each other while he is afflicted with terrible visions of the underworld, and in the end one of them is victorious. Either his hun devours his po, or his po devours his hun - and the latter is more common, for the seat of power is stronger than the seat of knowledge.

When the po wins, the ghoul lord becomes a bestial monster. The full power of the po expands within the body, twisting it to its own image. Such monsters often become morbidly obese and grows in size, as the power of the human po within them expands into immensity. Lesser ghouls are driven to obey it out of fear, because they know that only by sating its hunger can they avoid its potency.

When the hun wins, it's worse. The hun absorbs the hunger and desires of the po, but retains a human intellect to become a true monster. Such ghoul kings often dive into the depths of the Underworld seeking the greatest meal of them all - and hopefully there they meet their end.

Either way, mechanically a ghoul lord is a Dead creature anchored to its own body. It possesses appropriate spirit charms for its own themes (which will invariably be linked to hunger and consumption of human flesh). Ghoul kings cannot be truly banished without the destruction of their body, because they are still anchored to their flesh. Use of a banishing spell on a ghoul king instead forces it to flee the presence of the sorcerer, if successful.

Some things people call "ghoul kings" are not strictly speaking ghouls - they're merely powerful Dead creatures inhabiting human corpses with a fondness for human flesh who rule over packs of ghouls. However, in practice the difference is largely academic, especially to an exorcist who finds one of these monsters profaning a graveyard and angering the ancestor spirits.
 
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I am getting a Warhammer Vampire Counts feel from the Ghoul-King.

Hmm... the shape-shifting ones would make nice, expendable, shock troops if you could gain some measure of control over them or make them keep their human mind in their beast form.
 
I doubt this was your intention @EarthScorpion - but the Eelman of Nexus reminds me of two distinct X-Files episodes.

Well, that'd be pretty much a coincidence since I never watched the X Files. :p

It's just made up from good wholesome childhood-traumatising urban legends (specifically, something to traumatise Keris when she was a Nexan street rat with the tales of something that eats children and can crawl through tiny pipes and walk on ceilings).

I am getting a Warhammer Vampire Counts feel from the Ghoul-King.

Hmm... the shape-shifting ones would make nice, expendable, shock troops if you could gain some measure of control over them or make them keep their human mind in their beast form.

That's not really a surprise, though, because the Vampire Counts is the kind of evocative image that Exalted wants Necromancy to do and it wants the Mask of Winters to be cool because of when he conquers a city with his giant undead army with a monster so large it has a castle built on its back

It just sort of fails at it, because it doesn't manage to be particularly interesting with it. Like, the Warhammer Vampire Counts aren't novel, but they know they're overblown gothic horror from the front cover of metal albums and they revel in it.

But yeah, the game totally wants the Abyssals to have a gothic horror schtick and do that kind of thing.
 
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All the domain of Sorcery, not Charms. Ten Plagues-style shit is literally the kind of strategic-scale supernatural mojo that Sorcery is intended for. You might be able to half-ass a few with Charms ("it's a plague of frogs, and frogs are animals, so it must be Lunars!"), but if you want to bring all ten plagues down on a city-state you should be a sorcerer. Most are Terrestrial (River of Blood yoooo~), but one or two might be Sapphire Circle - especially the tenth.

I somewhat disagree. If you want to call down the ten plagues you should do so by bribing or intimidating the relevant gods. After all, Moses didn't actually cause the plague, God did. And this creates more gameplay than "press button, insert motes, get plague".
 
I somewhat disagree. If you want to call down the ten plagues you should do so by bribing or intimidating the relevant gods. After all, Moses didn't actually cause the plague, God did. And this creates more gameplay than "press button, insert motes, get plague".
Inspiration isn't the same thing as translation. No doubt you can talk a local frog god into driving all his charges into Egypt, but that's a very different story with very different consequences than gathering the power to perform a Working of inclement amphibian weather, and the latter has far more in common with the story of Moses.

And though the Bible makes it pretty clear that mortal sorcerers can ape, if not match, divine miracles, the story of Moses has more in common with a Zenith who exalts in the wilderness and initiates into sorcery before returning a changed man who has sacrificed his attachment to Egypt.
 
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I somewhat disagree. If you want to call down the ten plagues you should do so by bribing or intimidating the relevant gods. After all, Moses didn't actually cause the plague, God did. And this creates more gameplay than "press button, insert motes, get plague".
"Bible God" =/= "Exalted god". The gods of Exalted are nothing like YAHWEH in the Old Testament, and frankly anything that does use the God of the Bible as inspiration is probably a terrible idea to translate over to the Exalted kind. Moses was God's servant; a chosen mortal prophet serving an Ultimate Power. Exalted gods are more like demons or spirits in the Bible that mortal sorcerers make pacts with - they're a multitude of (comparatively) weak, corrupt and grasping beings who have no moral authority and the furthest thing imaginable from absolute power. An Exalted sorcerer is going to be far more powerful than the vast majority of them, and will as you describe it be the one in control of the relationship - the furthest thing imaginable from the dynamic between Moses and YAHWEH.

Just because they're called by the same name does not mean they're the same class of being. You cannot substitute Exalted gods for the one of the Bible and keep the same dynamic. They bear almost no similarities to each other at all. If you want a dynamic that matches Moses and YAHWEH; play a Chosen of Cecelyne.
 
I think people are reading into Kuciwalker's statement to a degree that was unnecessary. I think they were suggesting that the idea of a person with influence whose influence is in part derived from a literal rapport with gods is a concept that Exalted seems to support and is cool.

I think that Charms and Sorcery are two ways you can accomplish big cool things. Convincing another being with the capacity to do it to do it strikes me as equally valid, and very plausible since I doubt every shaman in every corner of Creation is walking around with awakened essence or sorcery or charms. Some of them just know the way to get their gods, or other patrons to exert their influence and do the big thing.

Obviously, that will look different depending on the patron. Maybe the river god who was once a mortal's lover will flood the river and wipe away the invading army once convinced to do so, though possibly at a dire long-term price. Maybe the Mammoth Avatar enjoys the offerings and entertainments that the Icewalker Shaman will give it, so it materializes on the cliff and stomps and stomps until an avalanche falls down the valley and destroys the encroaching tribe's war party. Cool things like that.
 
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I think that's more because those Abyssal charms are underpowered. Alchemicals get the ability to survive indefinitely on a pound of organic matter a day (literally any organic matter) at Essence 2, and that auto-upgrades at E5 to 'never needs to eat ever.' They also get 'do not need to breathe' as a default benefit. The Solaroid environmental resistance charms are probably more powerful overall, but at least if you're using Autochthonian thematics it seems that you'd cost 'not breathing or eating' fairly cheaply.

The nice thing about effects like "you don't need food or air" is that they don't need to be balanced between splats.

Not needing to breathe can't break the game no matter how cheaply you can buy it, and even at a very high cost some characters will want it. Moreover, it has little effect on the areas in which splats compete directly.

So it's completely fine if Alchemicals are way better at not breathing than Solars, or if Lunars get significant anti-deprivation abilities upon exaltation while Sidereals can't get them ever, or whatever.
 
Its worth noting that the Alchemical Exalted only optionally having to eat does (or did) have commiserate mechanical drawbacks associated with it comparable to other bonuses of its kind, it was just left out of the 2e book rather than streamlined for whatever reason, governing baseline mote respiration and onboard healing. Although she cannot die from lack of eating, a penalty ticks up at -1 mote off her usual hourly respiration rate for each day after she begins suffering starvation, permitting her only the ability to heal as a mortal does until -4, after which she does not heal any wounds at all until she has eaten again, reverting right back into penalties and disabled self-repair for each lapsed day until she has spent her Stamina in days having regular meals again.

A little spreadsheet-tracky, sure, but its sort of a meaningful distinction to make. She might be a magically-ensouled machine, but the need for steady access to food is one of the specific points of infrastructure dependency in the design which prevents Champions from simply wandering out into the industrial hinterlands unsupported forever. However, purchasing that aforementioned Charm (Sustenance Replication Engine) to get around it simply is a means to reduce, but not entirely remove, the need for food. In 1e even the Essence 5 effect required spending 5 motes to simply not have to eat at all for a day, no matter the amount, but she would still need to have those motes to spend in the first place, not tied up in Charm or artifact commitments.

On that note, as an additional drawback that "Free Lunch" Charm in either edition still occupies an entire slot unto itself, which other Exalted do not have to address. This is explicitly Not cheap, owing to the rarity of slots and the inability to easily expand them at-will. Other Exalted never have to weigh the value of not-eating against carrying another combat option for her defense suite, while Alchemicals have to kit well in advance of the mission she will be undertaking. Sometimes its simply easier to carry an extra rucksack of stale bread and baked nutrient bars than compromise overall effectiveness, something which "learn as you go" Charms never require as similar judgement calls.
Uh, this is in the 2e book- pg 90.
 
Ah hah, that is my bad then. It was noticeably absent in all the other areas which reference Alchemical physiology.

That said though, I maintain my point that the implementation (like most of the mundane causes of injury/death in the books like drowning, suffocation etc) is a little too much bean-counting for such an easily-avoidable effect by an Exalt, even if it does help convey the intended goal of "Alchemicals require an organized civilization to operate at peak performance, which includes regular nutritious meals along with meaningful human contact."

If I had to hack together something quickly, I'd probably redo the entire premise underlying Healing Times to cover things like this in more generalized terms, with something like "well-fed" replacing the usual need for extended bed-rest.
 
So. Let's talk the armies of the Dead.

(yes, I know, very melodramatic way of starting things)

I was thinking about what the armies of the Dead consist of and the sort of forces an Abyssal might lead after writing the ghoul thing, and I kept on running into the same problem. I don't think Exalted has ever really managed to make them... evocative. Oh, certainly, you get some quirky things in the 2e comics and some lol-shock things in the necrotech section [1], but there's nothing all that coherent. Despite the fact that they're largely made up of the same stuff as the Vampire Counts and Tomb Kings of Warhammer, there's never the same sense of a unified aesthetic, or indeed feel.

There's an additional problem, too, because once again demons are looking smug at another thing they do better - namely, how a PC-level sorcerer can use them to supplement an existing force. It's easy for a player to realise that they can have an agata squadron to work as fast aerial scouts, and realise how that's an amazing advantage on an Iron Age battlefield. It's just as easy for a player to realise that a single demon pack can be used as expendable line-breaking troops to save your mortal troops - a pack of blood apes can be thrown into an enemy formation to demoralise them (and Blood Apes and their Bane Weapon are good at killing mortals) and soften them up for the human soldiers. But the more potent necrotech stuff requires a lot more player specialisation and focus to do.

I'll probably have some more thoughts about this over the next few days [2], but I open the floor here to the discussion of the armies of the Dead, how to make them more alluring to players, and generally work on how to make necromancy more attractive to players at the strategic scale.

[1] "It shoots babies at you that then explode!"

[2] Certainly, "I animate several graveyards using a ritual at the new moon to bind ghosts into corpses produce an army from nowhere" is what I'd want necrotic sorcery to do as a seasonal-scale project, allowing a necromancer to create an army from "nowhere" without taking their farmers and the like off the field. Players should be tempted to dabble in animating the dead to allow them to campaign during harvest season and during the winter months.
 
So. Let's talk the armies of the Dead.

(yes, I know, very melodramatic way of starting things)

I was thinking about what the armies of the Dead consist of and the sort of forces an Abyssal might lead after writing the ghoul thing, and I kept on running into the same problem. I don't think Exalted has ever really managed to make them... evocative. Oh, certainly, you get some quirky things in the 2e comics and some lol-shock things in the necrotech section [1], but there's nothing all that coherent. Despite the fact that they're largely made up of the same stuff as the Vampire Counts and Tomb Kings of Warhammer, there's never the same sense of a unified aesthetic, or indeed feel.

There's an additional problem, too, because once again demons are looking smug at another thing they do better - namely, how a PC-level sorcerer can use them to supplement an existing force. It's easy for a player to realise that they can have an agata squadron to work as fast aerial scouts, and realise how that's an amazing advantage on an Iron Age battlefield. It's just as easy for a player to realise that a single demon pack can be used as expendable line-breaking troops to save your mortal troops - a pack of blood apes can be thrown into an enemy formation to demoralise them (and Blood Apes and their Bane Weapon are good at killing mortals) and soften them up for the human soldiers. But the more potent necrotech stuff requires a lot more player specialisation and focus to do.

I'll probably have some more thoughts about this over the next few days [2], but I open the floor here to the discussion of the armies of the Dead, how to make them more alluring to players, and generally work on how to make necromancy more attractive to players at the strategic scale.

[1] "It shoots babies at you that then explode!"

[2] Certainly, "I animate several graveyards using a ritual at the new moon to bind ghosts into corpses produce an army from nowhere" is what I'd want necrotic sorcery to do as a seasonal-scale project, allowing a necromancer to create an army from "nowhere" without taking their farmers and the like off the field. Players should be tempted to dabble in animating the dead to allow them to campaign during harvest season and during the winter months.

Touching on a previous thought, not sure who had it first though- but most arts/armies of the dead are loyal like automatons, and have perfect morale. Demons obey the spirit of their binding and have usualy Good to Perfect Morale, which doesn't come up that much.

Anyway, it doesn't solve your problem right away, but I'd toss out that a necromancer or raiser-of-dead type would have an easier time replenishing losses after battles. It doesn't solve the start-up cost, but it does make a necro-conqueror something of a terrifying thing to go after. Rule of thumb with the Dead is that every mortal who dies is 3 soldiers for the sufficiently prepared necromancer- the hun, po and body.

Another thought- though it again requires a more streamlined system, is the idea that a dead army 'gains experience' differently than say mortals. The dead who come through a battle with damage are merged with other surviving 'walking wounded' into stronger elite units.

So say, you have 100 'extra' tier zombies, and you lose a chunk of them. You can either restore them to full zombie unit strength, or harrow them down into 30 or so 'heroic' zombie soldiers. (And then create 100 more regular zombies as fodder).

Depending on your goal, it might be worth allowing Necromancy to have a slower start-up time vs Demon Summoning's immediate 'dabbler' gain, but with better long term gains.
 
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