Though actually So go forth and make awesome things to share with other people. Customers Who Bought this Title also Purchased. Reviews 2. Please log in to add or reply to comments. It isn't for DnD, it's its own game, albeit inspired by some of the earlier editions of the old standby.
Thoroughly tweaked too, and not in a bad way. This might be the best OSR adaptation to come down the pipeline yet! This is the sort of heroic fantasy RPG I would want to run or play in. I can see using this to run a Planescape Campaign, and the ability to port in 2E stats without much alteration will make it a dream to use all of those old resources. Bravo, Mr. My only complaint? Make it a full-fledged Sine Nomine production with all of the bells and whistles!
Thanks for this amazing little game! I hesitate to write a review on this one yet, but so far I really like what I've seen. If you are interested in this one, definitely don't wait to download it.
The price is right and there are some neat innovations on the usual OSR type stuff you see so often. Scott P. This is the sort of heroic fantasy RPG I would want to [ Jacob P. I picked this up more on a whim than anything else. It was free so I thought, "what the heck, why not? I was blown away. As I read it, I began to love it. By the time I was done, this gam [ See All Ratings and Reviews. Browse Categories. Rule System. Apocalypse World Engine.
BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. For larger purchases, their resources are measured in points of Wealth. Wealth is seized from the lost troves of ancient cities and the tombs of dead kings.
Wealth is what a hero finds when they plunge their arms shoulder-deep in a rotting chest of golden coins. Wealth is the kind of treasure that matters even to noblemen and kings. The contents of bandit purses and the trifling strongboxes of village misers are too petty to count as Wealth.
Only true and notable treasures are worth tracking. The smallest troves worth celebrating are worth 1 point of Wealth, while the riches of a kingdoms treasury might be worth Exceptionally great finds might be so bulky with coins and ingots that help is needed to carry it off, and further help to protect it from thieves and bandits while the heroes decide how to spend it. Good friends may be needed to ensure its safety, and what hero could grudge them enjoying a little of its golden abundance in recompense?
Wealth is usually spent to further a groups goals. The Adventures chapter of this booklet describes how to set and achieve heroic goals, and the Wealth and Treasure section indicates how to spend the gold for Influence toward these ends. Riches can make a difficult task substantially easier, though the more that money is asked to do, the harder it is to spend it efficiently.
Wealth can also be used to purchase significant goods or commodities that are more than a hero could conceivably buy out of pocket, but not big enough to merit a full-scale heroic goal to obtain them. A single point of Wealth is usually sufficient to buy any particular good or service that a fair-sized city could provide: a house, a riotous celebration for a few hundred people, a small sailing ship, a high officials bribe in a dangerous matter, or anything else that might be more than could be expected from a heros daily purse.
All thats needed now are a few final notes made on your character sheet for quicker reference when playing the game. Record your saving throws. When your hero tries to throw off a magic spell or resist some foul poison or otherwise withstand an evil affliction, you roll 1d20 and try to roll equal or less than your relevant saving throw. Your Toughness saving throw is used against poisons, diseases, and other tests of physical might.
Its equal to the higher of your Strength or Constitution, plus one if you chose warrior for your class. As you gain levels of experience as a warrior, youll add them to this saving throw.
Your Evasion save is used to dodge explosions, leap back from pits, find cover against blasts, and otherwise evade trouble. Its equal to the higher of your Wisdom or Dexterity, adding your rogue level to the total. Your Mystic save defends against mental influences and arcane effects that directly assault you, and is equal to the better of your Intelligence or Charisma, plus your sorcerer level.
Record your maximum hit points. Your hit points are a measure of how close you are to death or defeat. If you run out of them from injuries or exhaustion, youll be dead or incapacitated as the situation indicates. You can regain lost hit points through first aid, spells, or rest, but they can never exceed your maximum.
For a new warrior, the maximum is 8. For rogues, its 6, and for sorcerers, its 4. You should add your Constitution modifier to this score. Record your attack bonus. As you gain experience, this number will rise. The higher your attack bonus, the more likely you are to hurt a foe when you strike at them.
Record your armor class. If youre not wearing armor, this is 9. Light armor makes it 7, medium armor makes if 5, and heavy metal armor is worth an armor class of 3. If you carry a shield, reduce it by one more. Lastly, subtract your Dexterity modifier from the score.
Thus, a hero with medium chain armor, a shield, and a Dexterity of 16 would have an armor class of 2. If a heros Dexterity modifier is a penalty, it makes an armor class worse, though never worse than 9.
The lower a heros AC, the better, as it makes them harder to hurt in combat. Record your Fray die. Fighting a hero is dangerous, particularly if you are but an ordinary thug or common soldier. Every round of combat, a hero gets to roll their Fray die to harm one or more petty foes within their reach, even if the hero is busy doing something other than attacking.
The Fray die represents the casual blows, passing strokes, or swiftly-thrown magical bolts that a hero delivers reflexively. A warriors Fray die is 1d8, a rogues is 1d6, and a wizards is 1d4. Most Fray dice can only be used against foes no stronger than the hero, but a sorcerers bolts can harm even more powerful foes.
Lastly, choose a name and appearance. Now that you know who your hero is and have established their facts and abilities, give them a name befitting their accomplishments and decide the details of their appearance. If youre not certain what kind of names or fashion would fit your GMs campaign world, just ask them what sort of cultures or styles most resemble the peoples available for play. Some Gifts may be chosen by any class, such as the five listed below.
Most, however, are exclusive to a single profession. Gifts do not usually have prerequisites. A hero may normally pick any Gift from their class list. Unless specified otherwise, a Gift may be chosen only once. A new-made hero may pick two Gifts from the general choices listed below or from their own class list.
They may pick a third Gift from any class. Some Gifts allow a hero to commit Effort in order to gain Influence. Influence is a special score reflecting background effort toward achieving some greater goal. The full meaning of Influence is discussed in the Adventures section of this book.
The following five Gifts may be taken by any hero when they are permitted to select a new aptitude. Aside from Ferocious Effort, they can be taken only once. Ferocious Effort: Your maximum Effort increases by one. This Gift can be taken more than once. Force of Destiny: Commit Effort to automatically succeed at a failed saving throw. The Effort remains committed until you can sleep. Tireless Dedication: Choose a goal or general ambition. Gain 1 Influence toward any end compatible with that goal.
You can change your goal once per month. Unquenchable Vitality: Your maximum hit points increase by 2 for each level you have. You regain 1 lost hit point every hour. Those Gifts that involve nimbleness or deft motion are hindered by the bulk of heavy or medium armor.
Such Gifts can only be used when the rogue is lightly armored. Avid Eye: Find anything hidden at the location provided magic does not conceal it. Commit Effort to find even magically-hidden objects and notice which things are important to your current purpose. Effort remains committed until you leave the area.
Armor with a worse base AC doesnt improve this. Expert at the Trade: Pick a profession, sphere of knowledge, or artistic talent. Always succeed at any humanly-possible exertion of that skill, or function as a sage in that sphere of knowledge. Commit Effort to gain 1 Influence when your expertise might help. Faultless Step: Commit Effort for the duration of the immediate situation.
Until the situation changes, you can climb vertical surfaces and cross difficult or treacherous terrain at your full movement rate. Great Wealth: You can always afford anything you and your immediate allies might need, assuming its available and doesnt cost more than 1 Wealth point.
Commit Effort to gain 1 Influence whenever large amounts of money would help. Imperceptible: Commit Effort to automatically and instantly hide. Creatures of greater hit dice can roll a check to find you next round; others dont until you act in a way that risks discovery.
The Effort remains committed as long as anyones looking for you. Commit Effort to gain 1 Influence whenever stealth helps. Knows the Type: Pick a class or profession criminals, peasants, merchants, nobles, or the like. Get minor favors and friendly treatment from them by default.
Commit Effort to find an ally among them, commitment lasting until you no longer need them. Commit Effort to gain 1 Influence when this class can help.
Lethal Weaponry: Your weapon or unarmed attacks never do less than 1d10 damage. The range for your Fray dice is always out to any foe within sight, as you never run out of throwing blades or improvised weaponry. Master of Deception: Commit Effort to perfectly impersonate someone, forge a document flawlessly, or pretend to a role.
Impenetrable until magic reveals it, obvious disproof emerges, or you drop the commitment. You have the props for any role with you unless its utterly implausible that you should have them. Master of Locks: Defeat non-magical locks and bindings instantly. Commit Effort to overcome magical seals and barriers, the Effort returning after you leave the place.
Commit Effort to gain 1 Influence whenever defeating security helps. Murderous Surprise: Always hit a foe if attacking from surprise. Do triple damage on all ambush attacks and Fray dice. Always successfully hide weapons no larger than a dagger.
Commit Effort to gain 1 Influence whenever assassination helps. Nimble Hands: Always successfully pickpocket targets of equal or fewer hit dice. Commit Effort to do so to others, lasting until you leave their presence. Commit Effort to freely snatch or deflect arrows or thrown weapons for the duration of a fight. Nine Lives: When killed, you somehow evade your fate and turn up alive later.
When this happens, lose this Gift and pick another, different Rogue gift. Persuasive Talker: Commit Effort to convince a non-hostile creature of equal or fewer HD to do anything theyd do for a friend. Effort is committed until the act is complete. Commit Effort to gain 1 Influence whenever persuasion helps. The Effort remains committed until you sleep. This Gift can only be used once on any single roll. Commit Effort to gain 1 Influence on almost any project. Spymaster: Commit Effort to know any particular fact that a master spy could conceivably learn.
The Effort remains committed until you act on the information or drop the related project. Commit Effort to gain 1 Influence whenever spying helps. Supernatural Liar: Detection spells and magical abilities cannot discern your falsehoods, disguises, or impositions, showing only what you choose to show. Commit Effort to gain 1 Influence as long as deceit helps. Automatically save versus magical illusions.
Commit Effort to gain 1 Influence when discovering deception helps. Trapfinder: You automatically find any trap, and always disarm or evade non-magical ones. Commit Effort to defeat or evade magical traps. Effort remains committed until you leave the place. Wide Connections: Commit Effort to be on good terms with someone useful in any given situation. Effort remains committed until you do a matching favor for them or stop associating with them.
Commit Effort to gain 1 Influence whenever connections could help. Full rules for spellcasting are given in the Magic section of this booklet.
Most of these Gifts may be used while armored, but spellcasting is impossible. Adept of the Art: You can use Adept spells from a particular arcane school. You must already have the Apprentice of the Art Gift for it and have a minimum of 3 sorcerer Gifts. Apprentice of the Art: Pick a magical school; you can cast Apprentice spells from that school. You may take this Gift and its more advanced forms more than once for different arcane schools. This Gift and its later forms cant be used while armored.
Archmage of the Art: You can use Archmage spells from a particular arcane school. You must already have the Master of the Art Gift for it and have a minimum of 7 sorcerer Gifts. Conjured Ephemera: Commit Effort; you may conjure forth objects up to lbs in weight, albeit not those of special value or precious matter. If the Effort remains committed for 24 hours, the objects are permanent; otherwise they vanish when the Effort is reclaimed.
Commit Effort to gain 1 Influence when material goods help. Eclectic Arcanist: This Gift is taken by other classes who want to use a little sorcery; you can use magic items restricted to sorcerers and can cast spells from scrolls and captured spellbooks.
If you take a level of sorcerer, replace this Gift. Elemental Mastery: Choose fire, electricity, acid, or cold. You are impervious to that form of damage and may cause any damage-causing spells you cast to inflict that type of damage in place of its usual type. If you have sorcerer levels, your sorcerers Fray die increases by one size step, from 1d4 to 1d6.
Expert Countermagic: You may save twice against magical spells and effects, taking the better roll. If you save versus an area-effect spell, you may commit Effort to totally negate the spell for everyone affected by it. The Effort remains committed until the end of the fight. Extra Energy: You can cast one more spell than your sorcerer level would allow before you become exhausted. This Gift may be taken more than once. Highly Sagacious: You are remarkably learned.
You may commit Effort to know the answer to any question that a specialist sage might know. The Effort remains committed until you act on the knowledge or abandon your purpose. Commit Effort to gain 1 Influence if great knowledge would help your purpose. Magical Artificer: You can instantly recognize magic items and magical effects and can identify their function or specifics. You are impervious to cursed items and can commit Effort to resist any particular effect created by a magic item or permanent magical effect.
The Effort returns after a nights rest. Magical Warding: Your base armor class is 3, modified by shields and Dexterity, though you cannot cast spells while holding a shield. Master of the Art: You can use Master spells from a particular arcane school. You must already have the Adept of the Art Gift for it and have a minimum of 5 sorcerer Gifts.
Master of the Keys: Choose an arcane school you have access to. Commit Effort to prevent anyone in the immediate area from using spells from that school, including yourself, until you release the Effort. You may take this Gift multiple times. Mastered Cantrip: Pick an Apprentice spell from an arcane school known to you. You can cast this spell freely, without expending energy. Mesmeric Gaze: Commit Effort to make a subject perform any action not directly harmful to them or their loved ones.
Victims with greater hit dice than you have levels get a saving throw. The Effort is committed until the act is complete. Commit Effort to gain 1 Influence if compulsion would help your purpose. Pierce Wards: Commit Effort; one spell or attack ignores the magical defenses of its target, penetrating magical barriers, warding spells, the Magical Warding Gift, or innate immunities.
The Effort remains committed until the fight is over. Prophetic Insight: Commit Effort and gain a short answer to any question you ask about the future or an impending course of action. The answer is that which is most true or probable as the GM sees it.
Commit Effort to gain 1 Influence when foresight would help. Summoners Pact: Commit Effort to become immune to the attacks and powers of summoned or extraplanar entities. The effect breaks if you act in a hostile manner toward an entity; otherwise the Effort remains committed until you drop it. Torrent of Doom: You invoke some manner of area-effect magical attack. The blast affects everything within up to a foot radius within feet, and does 2 points of damage with a save for half.
You are immune to your own Torrent of Doom. Venerated Priest: You are considered a holy figure. Commit Effort to command even difficult services or favors from the faithful. The commitment lasts until the favor is complete. Commit Effort to gain 1 Influence if co-religionists can aid you. The least of these heroes can smash ten times their number of ordinary soldiers, and the great among them can put small armies to flight single-handed. Sorcerers can work marvels and rogues can trick divinities, but warriors topple thrones with their steel.
Aura of Command: Commit Effort to command a non-hostile creature of equal or fewer HD to do anything theyd do for a superior. Commit Effort to gain 1 Influence whenever obedience helps. Bloody Reaper: Increase the size of your warrior Fray die by one step.
This Gift can be taken more than once, up to a maximum of d Breaker of Armies: You cant be effectively attacked more than once per round by creatures of equal or fewer hit dice. Commit effort to gain 1 Influence when contesting mobs of foes. Cloud of Steel: Your range for inflicting Fray damage extends to anything you can see, even with melee weapons.
Reroll your Fray die if it rolls a 1. Crushing Fists: Your unarmed attacks are considered magical weapons and do 1d12 damage, though you cant use a shield while attacking this way. This bonus is permanent after a month. Commit Effort to gain 1 Influence whenever military training helps.
Guardian Arm: Commit Effort to negate a successful attack or combat damage on an ally. The Effort is committed until the fights over. Commit Effort to gain 1 Influence when withstanding violence or martial threats is helpful to your cause.
Hardy Vigor: When performing first aid on yourself, heal 4 points instead of 2. Gain 1 extra point of healing from all other sources. Inexhaustible: You dont need to sleep or rest. Commit Effort to increase some other Influence you are exerting by 1 point, as your labors are incessant. Iron Skin: Through agility, toughness, or luck your base armor class is 3, modified by shields and Dexterity. Armor of worse base AC doesnt improve this score. Master Tactician: You spot ambushes and dangerous surprises one round before they happen, giving you time to respond or escape.
Commit Effort to gain 1 Influence whenever military expertise is helpful. Shining Leader: Troops under your command never fail their Morale checks, and you are impervious to all supernatural sources of fear or confusion. Commit Effort to gain 1 influence when military leadership helps.
Slayer of Legions: Petty foes die in windrows when they face you. Against foes of hit dice equal or less than a third of your level, rounded up, you automatically defeat a number each round equal to your level. Against mobs, inflict your level in HD. Swift to Battle: Double your movement rate.
Commit Effort to instantly leap or dash to any accessible location within sight. This Effort is committed until the fight ends. Terrifying Presence: All non-martial or non-monstrous foes always fail Morale checks you provoke them to make, while others suffer a -1 penalty on the roll.
You may Commit Effort to gain 1 Influence when intimidation helps your cause. Titanic Blow: Commit Effort to double the damage inflicted by a Fray die or a melee or ranged attack. You may do so after the dice are rolled. This Effort remains committed until the fight is over. Unbreakable Will: Commit Effort to resist a mind-influencing spell or effect, even after failing a save. The Effort remains committed until the fight or scene ends.
Unerring Accuracy: Commit Effort before hit roll dice are rolled to count anything but a 1 as a natural Effort remains committed until the fight is over. Unstoppable Wrath: Commit Effort; for the duration of the fight, automatically hit any foe of equal or fewer hit dice.
Overflow damage caused by this cant affect creatures of greater hit dice. Wallbreaker: You can break or ignore barriers less sturdy than a stone wall when moving or acting. Against heavier construction, you break a foot of stone or similar material per round spent smashing.
You cant be impeded or blocked by foes. A sorcerer may revive their flagging powers by resting for fifteen minutes and performing those small meditations and rituals which restore their communion with the forces they command.
Casting a spell takes up the characters action for that round. A caster who is struck or damaged during a round cannot cast later in that round. Many spells have a varying effect based on the level of the caster. In such a case, all of a casters levels are counted, not just their sorcerer expertise. Some spells may only be cast upon a creature the mage can touch, while others have a range extending as far as the wizard can see with their unaided eyes.
The Limits of Sorcery Some spells require that the caster commit Effort to the enchantment. For spells that enchant another creature for good or ill, the Effort remains committed until the caster releases the cursed victim or ends the beneficial effect.
For spells with an instant effect, such as an attack spell, or those with a lasting effect, such as a healing enchantment, the Effort returns after a nights rest. Healing spells cast during combat feed upon the desperate energies of violence, and heal the listed number of hit points for their target.
Outside of such struggles, the caster can be more careful with the spells energies and will always heal all the missing hit points from the target. Without the ambient force of bloodshed to fuel the spell, however, such mending drains the recipient and they must commit Effort to benefit from it.
If they cant do so, the spell has no effect. Effort committed this way returns after a full nights rest. Many spells require that a saving throw be made to resist them. Spells that launch projectiles or bolts at a target are usually resisted with an Evasion saving throw, while those that directly assault a mind or spirit are resisted with a Mystic save. The choice of an appropriate save is up to the GM. Spells cannot be cast while wearing mundane armor.
The unsanctified metals and base hides used in such harness interfere with the gathering of arcane power. By the same token, carrying a shield will encumber a hand that needs freedom to gesticulate. Some magical armors may not be so hostile to the use of sorcery. Adding Spells to Schools The schools of magic teach a traditional list of spells. Using the rules for a minor goal as described in the Adventuring section of this book, a sorcerer might be able to add new spells to a given school, pulling them from other old-school games or devising entirely new enchantments that fit the schools flavor.
Others might be found as loot. Scrolls and Spellbooks As heroic exemplars of the arcane arts, player characters do not need spellbooks or other paraphernalia to wield their powers. Other magi might need these things, and if these texts are captured they may be used by a sorcerer to cast one or more spells.
Once invoked, the power in the scroll or spellbook page is exhausted. Some exceptionally potent books might allow a sorcerer to add certain spells to those they are allowed to cast so long as the tome remains in their possession. Common magi rarely learn more than the rudiments of two or three, and never attain to great mastery in more than one.
Those of a more heroic capacity might master several, or even devise their own new school out of fragmentary lore and intrepid investigations. Animate Legion: As Animate Skeleton, but the single point of Effort allows up to twenty-five hit dice of undead to be animated by the caster, of such types as they choose to call up.
Animate Revenant: As Animate Wraith, but it revives a revenant. Revenants are undead, but fully recall their breathing days and may retain attitudes and ambitions related to that life. They are not suicidally loyal to the necromancer, and when the Effort of their calling is reclaimed they remain animate. Animate Skeleton: Commit Effort. So long as the Effort remains committed, a mostly-intact corpse can be animated as a skeleton. The skeleton will serve mindlessly but with perfect loyalty until the Effort is reclaimed.
A skeleton destroyed by violence will be too damaged to be re-animated. Animate Wraith: As Animate Skeleton, but calling forth a wraith instead. Wraiths have a human degree of intelligence, but animated ones can remember little or nothing of their living days. If the wraith is destroyed, the corpse it was summoned from disintegrates into dust.
Baffle Detection: The subject must commit Effort. While committed, the subject gets a bonus saving throw to resist scrying or detection attempts by spells from the school of Perception. Banish: A summoned or extraplanar entity within Sight range takes 1d10 damage per level of the caster. If reduced below half its maximum health it must save or be banished back to its native realm.
Bewitch Mind: Choose a target within Sight range and commit Effort. Those with more hit dice than you have levels may make an unconscious saving throw to resist. While the Effort remains committed, the target will do anything for the caster that theyd do for a good friend. Blight Friendship: Focus on a target within Sight range and mentally name another person you have seen.
Both the target and the person named make unconscious saving throws. If both succeed, nothing happens. If one fails, any friendship between them becomes indifference. If both fail, they start to oppose each other. Boreal Barrier: As Wall of Fire, but the barrier is of ice. It causes no damage, but cannot be crossed until one point of damage is done to a given 10x10 section per level of the caster. Buried Compulsion: Commit Effort, choose a target within Sight range, and think on a non-suicidal action you wish them to commit at a particular time or situation.
The victim may make an unconscious saving throw to resist. If failed, they will perform that action at that time or in that situation, completely forgetting that they have done so. The compulsion lasts until the Effort is reclaimed. While weak, Minions are exceptionally docile, flexible, and intelligent, and will serve even suicidal purposes for their summoner.
Their loyalty cannot be subverted with the Command Servitor spell and they will never attack their summoner. Call Minor Servitor: Commit Effort. A Minor Servitor is summoned forth and will obey the caster in non-suicidal ways so long as the Effort remains committed.
The spell must be cast again to safely banish the servitor; if the Effort is simply reclaimed, it will remain and attack its summoner. Two points of Effort must be committed to maintain control of this entity. Cleanse Toxin: The recipient must commit Effort, but is cured of all poisons. The spell has a Touch range. Clear Thoughts: Choose a target within Sight range and commit Effort. While the Effort is committed, the effects of any other spell of domination are held in abeyance.
When the Effort is reclaimed, the victim can make a saving throw to throw off the charms before they can reestablish their grip. Cloudbank: Commit Effort to call forth a thick bank of mist within Sight range, the cloud extending up to twenty feet on a side per caster level. Those within it cant see past arms distance, but the caster can see through it.
The cloud lasts as long as the Effort remains committed. Command Servitor: Target a summoned entity within Sight range and give it a single command, which it may save to resist.
If the save fails, it will obey the command for up to an hour, provided it is not harmful to itself or its summoner. Command Weather: Commit Effort. This spell controls the weather in a half-mile radius per level of the caster. Anything from torrential downpours to baking heat can be summoned regardless of season. It takes up to half an hour for the weather to build, and it remains as long as the caster commits effort. Consuming Blaze: Commit Effort. The caster targets a single object or enemy in Sight range and expends a number of hit points at most equal to their level.
The target erupts in inescapable flames and automatically burns for that same amount of damage, even if otherwise impervious to fire. The caster may only regain these spent hit points through natural rest and recovery. Crackling Bolt: Target a victim within Sight range to blast them with a spray of sizzling electrical bolts, inflicting one point of damage plus one more for every two full caster levels.
This spell cant hurt the same target two rounds in a row. Cure Disease: The recipient must commit Effort, but is cured of all diseases. Cure Malison: Touch range. The caster cures or removes any diseases, poisons, energy drains, or other negative effects produced by an undead creature.
Hit point damage is not cured. Cure Wounds: If cast in combat, heal 1d6 points of damage. If cast outside combat, the recipient must commit Effort until they next sleep, but are healed of all damage. Touch range. Detect Magic: Commit Effort. While it remains committed, the caster can instantly notice any magical objects or enchanted entities within Sight range. Distant Mirror: Commit Effort. The caster picks a location they have been or a person they have seen.
If a person, the target makes an unconscious saving throw to resist. While Effort remains committed, the caster can observe and hear that place or person. Distortion Field: Choose one target within Sight range per level of the caster. Each target must make a saving throw. Those who fail are stuck in their current location, unable to move from it. Fans: 0 Become a Fan. Record a Play. Description Edit History. Though actually So go forth and make awesome things to share with other people.
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