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- One Piece: Dicey Waters
- (an unofficial Tabletop Adventure Game)
- You hear about it every day. It's this 'Golden Age' of piracy the world over.
- Every scrap in the newspapers is littered with wanted posters and the unreal exploits of the free and the terrible.
- Tales of monsters and treasure sit on the tip of every schoolboy's tongue.
- Cries of 'Pirate King' this and 'Heading out to sea' that echo across islands.
- And every day, for the longest time...
- You've thought about it.
- Placed yourself in a world far away, stared out at the water as it crashed onto your beach and receded back out.
- Maybe these Pirates have the right idea. Maybe they don't. Maybe it doesn't matter.
- All it takes is a dream. And a boat. And a crew.
- ...And maybe some dice.
- There's some blowhard in town going on an on about needing some shipmates. There seem to be a few takers.
- How many waves have you watched roll back into those sparkling waters?
- Will you ride the next one out?
- CONTENTS: (use Ctrl + F to find what you need)
- [Introductions]
- [Terms]
- [1: Character Creation]
- [1a: Species]
- [1b: Determining Stats]
- [1c: Signature Moves]
- [1d: Romance Points]
- [1e: Skills]
- [1f: Quirks]
- [2. Crew Creation]
- [Introductions]
- Ok, so you've read/watched/heard of One Piece. Nice. And you found some people who wanna play a pretty niche Tabletop Game. Also nice.
- Let's keep it brief before they back out then.
- This is a Rules-Lite system designed for off-the-wall sessions of high seas adventurin'.
- What that means is, in essence, to take this guide as a stepping stone to making your own game. Lazy? A little. But it takes a lot less reading.
- The game consists of the person running the session (i.e. prolly you) and the players taking the roles of either Pirates, Marines, or Bounty Hunters.
- Enclosed ahead will be Character Creation, Dice Rolling, Game Mechanics and the like. After that you take the wheel and design the actual story.
- Sound fun?
- [Terms]
- Crew: The player characters. Can also be used to describe any group of seafarers, but as a gameplay term it refers to you guys specifically.
- D6: A six sided die.
- 1D6: Rolling an extra six sided die. It's basically temporarily adding +1 to whatever stat you're rolling. By that logic. 2D6 means roll two dice, and so on.
- xD6: For this guide, x is equal to your level. So if you get an xD6 boost and you're level 3, roll 3 extra dice.
- sD6: For this guide, s is equal to the level of the Skill you're using. So if you need to roll sD6 and the Skill Level is 2, roll 2 dice.
- Level: How awesome you are. Once you get your Bounty/Career/Record high enough, you Level Up.
- Skill Level: How much you've practiced a Skill. The higher you raise this, the more dice you can roll during a Skill Roll.
- Initiative: Everyone rolls their Speed stat at the start of a fight to determine turn order.
- Design: This means sit down for a minute and think about how you want this to look.
- Bonus: The good points about the choice you're making
- Hindrance: The sacrifice that you take in exchange for the choice you're making
- Status Ailment: Negative effects to your body. Poisoning, burning, seasickness, etc.
- Element: Usually a catch all for whatever Element you design. If an attack has a Fire Element bonus, for example, it might do extra damage to Minks or burn something.
- Aggro: Basically piss off an enemy and make them want to attack you instead of your bros.
- Bounty: In this game, Bounty is essentially your EXP as a Pirate. The more hell you raise by adventuring and beating up enemies, the higher your Level will go.
- Career: Bounty for Marines. It works the same way, but your goal (unless you're corrupt) is to take down Pirates and bad dudes.
- Record: Bounty for Bounty Hunters. It works the same way, but your goal is to catch and turn in Pirates.
- Beli: Currency. It also shows up on Wanted Posters (Bounty) to signify how much the World Government will pay for the capture of whoever's on it.
- Patch: A little metal piece that can be attatched to various other Items by a Smithy. It gives an additional effect to the item (extra damage/defense, etc.)
- [1: Character Creation]
- Probably one of the more exciting aspects of any old-school pen and paper game is making your own wacky character.
- Wacky characters are the bread-and-butter of the One Piece world. So go nuts.
- Just take it step-by-step on these next few segments, and don't forget to make it your own.
- [1a: Species]
- No Orks or Elves to be seen on the open ocean; so maybe give these guys a look instead?
- Each species comes with specific strengths and weaknesses, and playing a half-n-half role is more than doable if you have to be one of THOSE guys.
- Just choose the two species you like, and take both their strengths AND weaknesses.
- If you don't like what you see, consult your DM and work it out together. Maybe make a new one! It's a big blue sea out there.
- (these descriptions will be super terse, feel free to look into these species further to develop your own lore!)
- -HUMANS: There's a good chance that you're one of these. Unless the aliens are super bored on the ride to Earth, so they're reading this instead.
- Humans make up a monumental portion of the population, and the world kinda almost caters to them in this regard.
- Like almost every other game ever, Humans act as the standard by which all other races are measured.
- Unlike most other games, though, your average human can probably survive a cannonball to the chest in the One Piece universe. Everyone's a badass.
- Bonus: Add 2 PP to your max PP after rolling stats.
- Hindrance: Speed is halved while underwater.
- -GIANTS: Ok, so take some humans. Make them about five to ten times bigger on average. Make them look like Vikings most of the time. Giants.
- Giants make up, and take up, a decent amount of space in the world. It takes a lot of work for the Human world to accomodate them.
- Don't be surprised if you have to walk beside the boat for the first few sessions.
- You should also take serious consideration into building up your Toughness. You're the crew's meat shield.
- Bonus: All basic attacks by you do natural Splash Damage, dealing equal to half the base attack's damage to surrounding enemies.
- Hindrance: You are unable to Dodge.
- -DWARVES: Very small fairy-like creatures that can fit in the palm of your hand. Strong, fast, and beyond adorable.
- Dwarves (Tontatta, Lilliputians, etc.) are a secretive species. Not too many people beyond the New World are even aware they exist!
- For our purposes, this is the resident Rush-Down class. They get an extra opening attack and everything.
- Bonus: On the first turn of combat, you may do a second basic attack at half damage.
- Hindrance: When trying to evade a Grab, your Speed is halved.
- -FISHMEN: You ever watch The Little Mermaid and think, "Wow, that Ursula is pretty hot"? Well apparently so did whoever made these things. Thanks Oda.
- Fishmen are what happens when you mix a fish with a human, hence the name. And it can be any fish, too. Even the really obscure and weird ones.
- The Men of Fish aren't as secluded as their Merfolk counterparts, and can occasionally be seen hanging out on dry land with the other surface dwellers.
- These guys have gills on their necks, and look far FAR less human than the Merfolk, if you need help telling the difference.
- Unfortunately, Fishmen and Humans don't always get along so well. To say any more might make me cry again. Just read/watch some One Piece, will ya?
- Design: Choose a fish/sea creature that you really like. Your Fishman is now a '(name of fish) Fishman'.
- Bonus: +3 Speed while in water. You are also unable to drown.
- Hindrance: A Fishman will never eat a Devil Fruit out of pride. -1 Charm against Humans.
- -MERFOLK: So you've got a species that's more fish than man. So let's have one that's more man than fish. Mermaids! With male forms too!
- It's exactly how it sounds. You take a man or a woman, and give them a fishy lower half. Once they turn 30, Merfolk can split these bottoms into human legs at will.
- While the Fishmen are whooping it up on the surface world, the Merfolk would prefer to fade into legend. Surface Merfolk are often sold as slaves, sadly enough.
- It would have been unheard of for a Merperson to have surface adventures, but with the Straw Hats raising hell down in their home, who knows?
- Design: Choose a fish/sea creature that you really like. Your Merperson is now a '(name of fish) Merman/Merwoman'.
- Bonus: +3 Toughness while in water. You are also unable to drown.
- Hindrance: (before age 30) Half Speed on land (after age 30) -1 Speed on land and -1 Charm against Humans.
- -MINKS: dude furries lmao. Similar to the Fishmen, Minks are human/animal hybrids with less Human than animal.
- Unlike the seadwellers, Minks are more based on Mammals with fur, wool, or any other type of hair. They can harness static electricity in it.
- Minks have been very rarely seen in the wide world, but most live in the Dukedom on Zhou's back. They're yet another race that is often enslaved. Sad.
- Culturally, Minks are a hilarious mix of guerilla warriors, wolf packs, the average human village, and house pets.
- Design: Choose a mammal/fuzzy animal that you really like. Your Mink is now a '(name of mammal) Mink'.
- Bonus: Basic attacks can be given the Electro quality for 1 PP. So can tanking physical hits.
- Hindrance: Take an additional Quirk. -1 Toughness against Heat or Fire attacks.
- -LONGARMS/LONGLEGS: Look at your arm for a second. You've got your upper arm. It connects to the lower arm. Then your wrist. Then the hand.
- Now imagine that between your upper and lower arm you get an extra section of arm with an extra elbow. That's a Longarm.
- Now do the same thing with your leg. Longleg. Freaky right?
- Apparently this abomination of nature gives these guys the capacity for ultra rad martial arts. And music. And musical martial arts.
- Longtribes seem to be pretty notoriously vain about their 'gifts'. I say they can keep 'em. Wouldn't touch that with a double-jointed ten foot pole.
- Rumor has it there's a species that has both Longarms AND Longlegs. I pray that it's not true.
- Design: Arms or Legs. One of these gets the extra joints. The other will keep regular human proportions.
- Bonus: Choose a stat. That stat is +2 in combat.
- Hindrance: That same stat is -2 out of combat.
- -SHANDIANS: Native American angels. No, really. Their land was uprooted and wars have been fought over piles of dirt in the sky and whatnot.
- They reside entirely in the sky islands of Skypiea, often trying to reclaim their homelands. Or at least they were.
- Once Luffy and his friends showed up and took out the Eminem lookalike with thunder powers, they calmed down and befriended the Skypieans.
- The Shandians fought for hundreds of years against the Skypieans, and their entire modern nature reflects it.
- Bonus: +3 Will
- Hindrance: -2 Intelligence out of combat
- -SKYPIEANS: Early American Settler angels. The ones who did all the bad stuff to the Native American angels hundreds of years ago.
- Over the years they built upon the Vearth (i.e. dirt) and made a nice little civilization. Then Thunder Eminem came in and declared himself the new ruler.
- Before all that, though, there were horrible wars and lots of boring backstory that you can read if you wanna build a silly angel.
- Modern Skypieans are a lot more chill, if entirely too naive. They replicate our modern conveniences with Dials, little shells that do all sorts of cool stuff.
- You start with two Dials, so feel free to design your own with your DM or look up some Dials from the series.
- Bonus: +1 to all Dial Rolls, start the game with two reuseable Dials
- Hindrance: -2 Strength
- [1b: Determining Stats]
- So you like your species? Rad! Step one complete. Take a couple of minutes for yourself. Make sure you're eating. Ready?
- Time for stats. Numbers that correlate to dice that correlate to game shenanigans.
- This game only uses 6 sided die, D6 to the informed. You roll it a number of times equal to the stat of choice. With me so far?
- Well, every time the die reads more than four, that's called a Success. If you get enough of those in your roll, then good things happen. If not, the bad thing.
- How do you know if you got enough? The DM set up an imaginary number for you to try and reach. They'll let you know.
- Let's start by statting you up. The stats you get are:
- Will: Short for Willpower. This is the stat you roll when no other stat makes sense. It's basically forcing your Will upon the world.
- Strength: Exactly what it sounds like. This is the stat you roll when it's time to exert some raw power.
- Toughness: The body's natural defense. This is the stat you roll when you're taking damage, or drank some poison.
- Speed: Also self explanatory. This is the stat you roll when determining Initiative, testing reflexes, or trying to outrun an explosion.
- Intelligence: Brain power. This is the stat you roll when dealing with the unknown, using Ranged attacks, or doing a crossword puzzle.
- Wits: Cleverness. This is the stat you roll to detect a bad situation, search an enemy for weaknesses, or turn a hard fight your way.
- Charm: Likeability is very important on the high seas. This is the stat you roll to coerce, bluff, or otherwise try and get what you want from an NPC.
- HP: Heart/Hit/Health Points. When this reaches zero, you die. So don't do that. Your max HP is your Will + Toughness + Level.
- PP: Pirate/Power/Panache Points. You spend these to use Signature Moves. Your max PP is your Will + Wits + Level.
- There are two ways to distribute your Stat Points. Use whichever you think is best.
- Point Buy: You get 30 Points. Distribute them between Will, Strength, Toughness, Speed, Intelligence, Wits, and Charm. Nothing should be below 2 or above 7.
- Point Roll: Roll 7D6. The results +1 are your Will, Strength, Toughness, Speed, Intelligence, Wits, and Charm. Add +1 to your weakest stat.
- Point Buy is recommended for beginners, and Point Roll for the adventurous. And just for the record, 3-4 is what the average civilian would have in any stat.
- [1c: Signature Moves]
- So you've got your character all statted up. You know what they're strong and weak in. Maybe you've even named them and thought about how they'll fight.
- But just going "Ok I'ma punch that dude" every turn would get monotonous. And monotony just isn't One Piece. Enter Signature Moves.
- Signature Moves are those super flashy moves that turn the tide of any battle. They cost PP to use, but are often pretty darn worth it.
- As a Rules-Lite system, you're expected to design your own Signature Moves.
- A newly created character starts with two SMs. Generally, one of these will be used to do additional damage. The other is more...varied.
- For example, you could have an SM that does +1 Damage from a distance, and another that heals HP.
- Or an SM that targets multiple enemies, and another that draws their fire towards you and away from your crew.
- Or one that does regular damage but also has a chance to Stun a foe, and another that builds up your Toughness for a turn.
- Or... well you see the point. Don't forget to name your moves and make sure that they don't break your DM's game right away.
- As for PP cost? Set it up with your DM! The more useful an SM is, the more PP it should cost. Makes sense, right?
- [1d: Romance Points]
- Wow, you're almost done! There's this cool seafarer, all full of stats and dreams and fancy moves. But there's some stuff missing...
- Romance Points are here to fill that void! Every new adventurer gets 5 Romance Points. Spend them wisely to give yourself the edge!
- Romance Points can be spent on the following:
- -a Basic Weapon (Adds 1D6 to attack roll) (You can spend an extra RP to make it 2D6 or add an effect) (Self designed)
- -a Basic Armor (blocks 1D6 more damage) (You can spend an extra RP to make it 2D6 or add an effect) (Self designed)
- -a Basic Memento (a reusable item that is used between sessions to level up a specific Skill) (+1 Level per use) (Self designed)
- -three Basic Items (stuff like Rope, Potions, a snack, etc.) (Self designed)
- -a natural +1D6 resistance against a specific form of attack (punches, bullets, fire, flirtations, etc.) (Self designed)
- -an additional Signature Move (Self designed)
- -+1 Level to a Skill
- Alternatively, you can spend all 5 Romance Points and start the game with a Devil Fruit.
- Once consumed, these rare items grant you an amazing power in exchange for losing the ability to swim. Fishmen can't take this option.
- Devil Fruits come in three different styles, and have unique advantages and disadvantages to them.
- -Zoan: Eating a Zoan Devil Fruit grants you a transformation into a specific animal. Or actually, two transformations.
- Zoan eaters can switch between their Normal, Beast, and Normal-Beast (half-and-half) forms at will.
- Design: Choose an animal that you really like. You can now transform into that animal at will, or into a half-that animal hybrid.
- Bonus: Add xD6 to a specific stat (chosen now and locked) while transformed
- Hindrance: Lose the ability to boost another stat (chosen now and locked) by Armor, Weapons, Signature Moves, or Items while transformed
- -Logia: Eating a Logia Devil Fruit lets you control an element entirely. This includes turning your body into the element and making more of it out of nothing.
- Logia eaters are super overpowered in One Piece, and can often even phase through or nullify a lot of different attacks. We might tone that down for this game.
- Design: Choose an Element that you think is pretty cool. You are now a "(Element) Person" and lord over that Element.
- Bonus: Add xD6 resistance to physical and gunfire moves, attacks can be given the (Element) property for 1PP
- Hindrance: Take an additional (enemy x)D6 damage from a specific opposing Element (chosen by the DM and locked)
- -Paramecia: Eating a Paramecia Devil Fruit is a huge gamble. There's lots of weird stuff in these.
- Paramecia eaters are the most common Devil Fruit users, and undergo a Body or Environmental change that isn't covered by the other two types.
- Design: Choose a weird-ass superpower. That's your character's life now.
- Bonus: +1 Signature Move
- Hindrance: -1 Charm
- [1e: Skills]
- Being a sailor isn't all about roughing up your enemies and swinging swords. It's supposed to be an adventure!
- Every player has a reason to be on the boat, even if it's just to get stronger so they can swing more swords.
- Skills are basically little individual stats that you can cherry-pick to level up between sessions.
- After you're done adventuring for the week, your crew will each pick out a Memento (if they have one) and Level up a Skill until you play again.
- There are three types of Skills; Self, Craft, and Adventure. As usual, you can design these yourself or pick out some of the examples below.
- Every Skill starts at Level Zero, meaning you can't even attempt it without a little Memento practice.
- And just to clarify, your character's Level is not the same as a Skill Level. One is brought up by Bounty, the other by using a Memento.
- SELF: These are the Skills of the introvert. Self Skills focus on bettering your character and adding to their Dice Rolls.
- You may build one Self Memento when creating a character, and place two levels in the Skill it is used for.
- -Bodybuilding: +sD6 to Lifting, Pulling, Manual Labor, etc.
- -Fishman Karate: +sD6 to Punching and Kicking Signature Moves
- -Never Stop Slicing: +sD6 to Blade Signature Moves
- -Target Practice: +sD6 to Ranged Signature Moves
- -Hammer it Out: +sD6 to Blunt Signature Moves
- -Grooming: +sD6 to Charm rolls against friendly/neutral NPCs
- -Flirting: +sD6 to Charm rolls against infatuated NPCs
- -Slapstick: +sD6 to Toughness rolls when the incoming damage would be fatal
- -Gaming: +sD6 to Wit rolls while not under a Status Condition
- -Sprinter: +sD6 to Speed rolls while out of combat
- CRAFT: The Skills of the hardworking. While using a Memento to Level a Craft Skill, the character will perform an action.
- These actions usually result in a useable item or ability, or might just land you some extra Beli.
- On most occasions, Leveling a Craft Skill will let you choose between two actions. Sometimes, however, you need certain Items to Craft the second option.
- If the action requires an sD6 roll, the Craft Skill is Leveled up BEFORE the roll, not after.
- You may build one Craft Memento when creating a character, and place one level in the Skill it is used for.
- -Fishing: Catch a bundle of fish to sell for Beli (sD6 x 50 Beli)
- OR Catch a Special Fish for use in Cooking, Medicine, etc. (The type of fish caught is up to the DM, and should be dependant on Skill Level, as well as Location.)
- -Cooking: Make a bit of HP restoring food (sD6 amount that heals 1HP each)
- OR use certain Items to make a dish that heals HP as well as grant other effects (the dish heals sD6 HP for the whole party)
- -Apothecary: Make a bit of PP restoring medicine (sD6 amount that heals 1PP each)
- OR use certain Items to make a vapor that heals PP as well as remove a Status Ailment (the vapor heals sD6 PP for the whole party)
- -Doctor: Make a bit of medicine that can remove a specific Status Ailment (sD6 amount that removes the status ailment once)
- OR use certain Items to make a Rx that removes a specific Status Ailment from multiple people (makes one Rx that can remove the status ailment from sD6 people)
- -Musician: Hold a radio concert to drum up Beli (sD6 x 50 Beli)
- OR write a Song (a short ditty that you can play for any party member to heal HP or PP once per day {Heals sD6 HP or PP})
- -Shipwright: Fix up the ship (Heals sD6 HP)
- OR fortify the ship (give the ship a Signature Move)
- -Smithy: Improve on a Weapon or Armor for a crew member (+sD6) (each item can only be improved once)
- OR use a Patch on a Weapon or Armor (adds an additional effect)
- -Artistry: Create a work of Art to sell for Beli (sD6 x 50 Beli)
- OR create an Effect Piece (a work of art that can cause a Status Ailment to a foe)
- -Tinker: Build trinkets that can be sold for Beli (sD6 x 50 Beli)
- OR build a Toy (a small Item that can be used to distract a foe or bribe a child)
- -Tailor: Construct garments that can be sold for Beli (sD6 x 50 Beli)
- OR fashion together a set of disguises (1 per crew member, +sD6 to rolls where you are hiding from your enemies)
- ADVENTURE: The Skills of the roleplayer. Adventure Skills are designed to enhance immersion and gameplay.
- Adventure Skills really is more of a catch-all term for Skills that don't quite fit into Self or Craft Skills.
- -Romance Dawn: +sD6 to your first roll on a new island
- -Archaeologist: +sD6 to discovery rolls
- -Thievery: +sD6 to stealing rolls
- -Salesman: +(sD6 x 25 Beli) to everything you sell with a Craft Skill
- -A Little Me Time: (This Skill does not Level) obtain a Basic (+1 Level per use) Memento for a Skill other than A Little Me Time
- -That Looks Like Fun!: (This Skill does not Level) a crewmate recieves +1 Skill Level to a Skill that they are currently Leveling
- -Culture Shocker: +sD6 to rolls against the first NPC you meet in a new location
- -Aye Captain!: +sD6 to rolls for something that the Captain has asked you to do.
- -Captain of Who?: +sD6 to rolls against an enemy Pirate Captain
- -Got Me Doing It: (This Skill does not Level) An enemy that attacks you while you are at full HP is stuck with one of your Quirks.
- [1f: Quirks]
- One Piece, in case you can't already tell, is pretty darn weird. The characters alone are absolutely nuts.
- So far, just about everything you've chosen for YOUR character has been beneficial. Time to put an end to that.
- Quirks are that last little sprinkling of crazy that are forced upon your characters to make them less perfect.
- This is the last step before your adventurer is playable. Choose one (two for Minks) Quirk to force upon them.
- As usual, feel free to design your own beyond the list below. You can buy an extra Romance Point by starting with an extra Quirk if you wish.
- -Aggressive: -3 to diplomatic rolls
- -Bigoted: -4 Charm against NPCs that are a different species than your own
- -Boring: -1 Charm
- -Captain Lost: -2 Wits during exploration
- -Chivalrous: Unable to attack female foes directly (Non-Damaging or Ailment-Inducing Signature Moves are just fine)
- -Cowardly: -2 Toughness against Scary (Skeletons, Ghouls, Zombies, etc) foes
- -Fat: -1 Speed
- -Flighty: Failed rolls make you lose your next turn
- -Glutton: -1 HP restoration from food
- -Greedy: Unable to avoid going after a Treasure (even if its an obvious trap)
- -Grounded: -1 Toughness against Unbelievable (Ghosts, Fairies, Aliens, etc) foes
- -Gullible: Wits are halved (rounded up) against NPCs with a higher Intelligence stat than you
- -Humble: Unable to eat a Devil Fruit (Can't choose this if you buy a Devil Fruit with Romance Points)
- -Ill-Fated: Auto-Draw Aggro in the first turn of battle
- -Introverted: -2 to all distraction rolls
- -Irritable: More likely to cause fights with rowdy NPCs
- -Lazy: -1 to any roll after the Captain has asked you to do something
- -Lonely: -2 to any roll where you work alongside an NPC
- -Loud: -1 to all stealth rolls
- -Monstrous: -3 to any roll against children
- -Nocturnal: -1 Speed during the day
- -Obsessed: -1 to non-combat rolls that don't involve a Skill that you have at least one level in
- -Patient: Always be the last of your crew to move in battle, regardless of Initiative
- -Peaceful: Unable to attack on your first turn (Items and Non-Damaging or Ailment-Inducing Signature Moves are just fine)
- -Perverted: Charm is halved (rounded up) against NPCs with a higher Will stat than you
- -Pessimist: -1 Will
- -Proud: Unable to Guard against enemies with less HP than you
- -Self-Conscious: -2 Charm in social situations
- -Sickly: -1 PP restoration from medicine
- -Silly: -2 to any non-combat roll in a tense situation
- -Squeamish: -2 Strength against Gross (Slimes, Drippy Noses, Perverts, etc) foes
- -Stringy: -1 Toughness
- -Subordinate: -2 to any roll against your Captain
- -Surmounted: -1 to any roll against a Devil Fruit user (Can't choose this if you buy a Devil Fruit with Romance Points)
- -Tasty: Auto-Draw Aggro from wild beasts
- -Thick: -1 Intelligence
- -Tone-Deaf: Halves the effectiveness (rounded up) of HP and PP healed from Songs
- -Ugly: Charm is halved (rounded up) against superficial NPCs
- -Unlucky: Auto-Draw damaging effects (traps, bad encounters, etc) out of combat
- -Wild: -1 Wits against foes with less HP than you
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