235 lines
7.0 KiB
Markdown
235 lines
7.0 KiB
Markdown
# Attributes
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## Core character attributes and skills
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|Name|Type|Notes|
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|:---|:---|:----|
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|`body`|int||
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|`athletics`|int||
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|`brawl`|int||
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|`force`|int||
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|`melee`|int||
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|`stamina`|int||
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|`toughness`|int||
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|`agility`|int||
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|`crafting`|int||
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|`dexterity`|int||
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|`navigation`|int||
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|`mobility`|int||
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|`projectiles`|int||
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|`stealth`|int||
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|`charisma`|int||
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|`arts`|int||
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|`conduct`|int||
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|`expression`|int||
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|`leadership`|int||
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|`negotiation`|int||
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|`seduction`|int||
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|`intellect`|int||
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|`artifact_lore`|int||
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|`engineering`|int||
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|`focus`|int||
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|`legends`|int||
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|`medicine`|int||
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|`science`|int||
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|`psyche`|int||
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|`cunning`|int||
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|`deception`|int||
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|`domination`|int||
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|`faith`|int||
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|`reaction`|int||
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|`willpower`|int||
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|`instinct`|int||
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|`empathy`|int||
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|`orienteering`|int||
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|`perception`|int||
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|`primal`|int||
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|`survival`|int||
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|`taming`|int||
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Derived attributes:
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|Name|Type|Notes|
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|:---|:---|:----|
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|`problem_solving_approach`|string|Either `focus` or `primal`. Updated when the user changes their focus or primal skill.|
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|`mental_strength_source`|string|Either `willpower` or `faith`. Updated when the user changes their willpower or faith skill.|
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## Character background
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|Name|Type|Notes|
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|:---|:---|:----|
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|`character_name`|string|Roll20 links this with the journals character name.|
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|`concept`|string||
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|`image`|string|Optional URL pointing to an character image|
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|`culture`|string||
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|`cult`|string||
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|`rank`|string||
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|`experience`|int|Unspent experience points|
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|`drafts`|int|Chroniclers’ Drafts|
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|`dinars`|int||
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## Character origins
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|Name|Type|Notes|
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|:---|:---|:----|
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|`allies`|int||
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|`authority`|int||
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|`network`|int||
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|`renown`|int||
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|`resources`|int||
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|`secrets`|int||
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## Chracter health
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|Name|Type|Notes|
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|:---|:---|:----|
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|`ego`|int|Remaining ego points|
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|`ego_max`|int|Calculated from `2*(intellect + focus)` or `2*(instinct + primal)` - depending on the `problem_solving_approach`.|
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|`spore_infestation`|int|Sum of permanent and temporary infestation: `spore_infestation_permanent + spore_infestation_temporary`|
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|`spore_infestation_max`|int|Calculated from `2*(psyche + willpower)` or `2*(psyche + faith)` - depending on the `mental_strength_source`.|
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|`spore_infestation_permanent`|int||
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|`spore_infestation_temporary`|int||
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|`spore_infestation_excess`|int|Infestation points beyond the maximum.|
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|`spore_infestation_fill`|int|Internal|
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|`spore_infestation_free`|int|Internal|
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|`spore_infestation_disabled`|int|Internal|
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|`flesh_wounds`|int||
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|`flesh_wounds_max`|int|Calculated from `2*(body + toughness)`.|
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|`trauma`|int||
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|`trauma_max`|int|Calculated from `body + psyche`.|
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## General equipment properties
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This applies to all kinds of equipment: `weapon`, `armor` and `equipment`.
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|Name|Type|Notes|
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|:---|:---|:----|
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|`*_name`|string||
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|`*_description`|string||
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|`*_location`|string|Either `at hand`, `stowed` or `away`.|
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|`*_encumbrance`|int||
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|`*_value`|float|Trade value in drafts or dinars.|
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|`*_tech`|int||
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|`*_slots`|int||
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|`*_slots_max`|int||
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## Weapon properties
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|Name|Type|Notes|
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|:---|:---|:----|
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|`weapon_type`|string|`melee` or `ranged`|
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|`weapon_skill`|string|Character skill used to wield this weapon.|
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|`weapon_attribute`|string|Automatically deduced from `weapon_skill`.|
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|`weapon_attribute_expression`|string|Internal|
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|`weapon_attribute_notes`|string|Internal|
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|`weapon_skill_expression`|string|Internal|
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|`weapon_skill_notes`|string|Internal|
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|`weapon_handling`|int||
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|`weapon_distance_effective`|int|Effective attack distance|
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|`weapon_distance_far`|int|"Far shot" distance|
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|`weapon_attack_effective_preview`|int|(Effective attack) Dice pool for attacks. Calculated from `attack_modifier + weapon_skill + weapon_handling`.|
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|`weapon_attack_far_preview`|int|Calculated: `weapon_attack_preview - 4` if ranged, zero otherwise.|
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|`weapon_attack_extreme_preview`|int|Calculated: `weapon_attack_preview - 8` if ranged, zero otherwise.|
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|`weapon_active_defense_preview`|int|Calculated from `active_defense_modifier + weapon_skill + weapon_handling` if melee, zero otherwise.|
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|`weapon_damage_base`|int||
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|`weapon_damage_force_factor`|float||
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|`weapon_damage`|int|Calculated from `weapon_damage_base + ceil(weapon_damage_force_factor*(body + force))`.|
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|`weapon_ammunition`|int||
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|`weapon_ammunition_max`|int||
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|`weapon_ammunition_type`|string||
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## Armor and shield properties
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|Name|Type|Notes|
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|`armor_type`|string|`armor` or `shield`|
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|`armor_damage_reduction`|int|Applies only to armor.|
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|`armor_active_defense`|int|Applies only to shields.|
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|`armor_passive_defense`|int|Applies only to shields.|
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|`armor_attack_modifier`|int|Applies only to shields.|
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Derived global attributes:
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|Name|Type|Notes|
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|`total_armor_damage_reduction`|int|Sum of all equipped armor damage reduction (`armor_damage_reduction`).|
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|`total_shield_active_defense`|int|Sum of all equipped shields *active* defense (`shield_active_defense`).|
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|`total_shield_passive_defense`|int|Sum of all equipped shields *passive* defense (`shield_active_defense`).|
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|`total_shield_attack_modifier`|int|Sum of all equipped shields attack modifier (`shield_attack_modifier`).|
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## Encumbrance
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|Name|Type|Notes|
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|`encumbrance`|int|Sum of all equipment encumbrance. Affected by `stowed_is_away` and the equipment location.|
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|`encumbrance_max`|int|Calculated from `body + force`.|
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|`encumbrance_penalty`|int|Encumbrance points beyond the maximum.|
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|`stowed_is_away`|bool|(1 means true) Affects how encumbrance is calculated.|
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## Combat specific
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|Name|Type|Notes|
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|`initiative`|int|Calculated from `psyche + reaction + spent_ego`.|
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|`speed`|int|Calculated from `body + athletics`.|
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|`in_motion`|bool|(1 is true) Affects `action_modifier` and `passive_defense`.|
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|`active`|bool|(1 is true) "Active and on my feet" Affects `passive_defense`.|
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|`cover`|int|Affects `passive_defense`.|
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|`spent_ego`|int|Amount of ego points the user is spending in their turn. Affects the `action_modifier`.|
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|`action_modifier`|int|Calculated from `-(trauma + encumbrance_penalty + in_motion*2) + spent_ego`.|
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|`attack_modifier`|int|Calculated from `action_modifier + total_shield_attack_modifier`.|
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|`active_defense_modifier`|int|Calculated from `action_modifier + total_shield_active_defense`.|
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|`passive_defense`|int|Calculated from `active + in_motion + cover + total_shield_passive_defense`|
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|`dodge`|int|Dice pool for dodging attacks. It's calculated from `agility + mobility + active_defense_modifier`.|
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## Effect properties
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|Name|Type|Notes|
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|`effect_origin`|string||
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|`effect_condition`|string||
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|`effect_state`|bool||
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|`effect_attribute_*_name`|string||
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|`effect_attribute_*_modifier`|int||
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|`effect_attribute_*_query`|string||
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|`effect_attribute_*_note`|string||
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|Name|Type|Notes|
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|`*_effect_modifier`|int||
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|`*_effect_queries`|string||
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|`*_effect_notes`|string||
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## Other
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|Name|Type|Notes|
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|`sheet_version`|int|Used for version upgrades.|
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|`whisper_roll_prefix`|string||
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|`custom_modifier_query`|string||
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|`translation_*`|string|Sometimes these are needed to display translated text.|
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