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Demons

Demons are a class of semi-corporeal beings which feed on Humanity. In their search for 'food', they are responsible for much of the anguish and suffering in the world. They consider mortals (and Kindred) theirunending herd of cattle, to be fed on and discarded at their leisure.

NATURE OF DEMONS

Demons do not have physical bodies. They are purely creatures of intellect and emotion. Despite this, they cannot travel through anything solid; Even a pane of glass is impenetrable for them (see WEAKNESSES). Demons move by levitation, traveling typically at about walking speed, although a few are known to be able to travel much faster.

Each demon has its own Visage, which humans see when looking at it. This varies from demon to demon and is usually based on past experiences. For example, a demon who had spent its time around Medieval churches might look like a gargoyle, while one who had spent time with the Mayans would take the form of a feathered snake. The Visage is translucent and obviously not solid, so most people ignore them as product of their imagination. If a demon has learned Obfuscate (see POWERS), then it may use that Discipline to turn invisible, change its Visage freely, etc. Visages tend to be about a foot in diameter.

Animals are very uncomfortable around demons, and will act strangely in their presence.

Demons cannot be hurt by physical weapons, sunlight, fire, silver, etc. With few exceptions, they are invulnerable and immortal (see WEAKNESSES).

FEEDING HABIT

Demons gain their nourishment from humanity loss around them. In many situations, such as battle fields and brothels, they can simply hang out and feed. Many gluttonous demons do this, but most find it much more satisfying to have caused the humanity loss themselves (home-made meal as opposed to going out to eat). Some prefer certain types of humanity loss (much as the Ventrue like certain types of Blood) and so will specialize in certain types of corruption, like hate or greed.

The rate at which a demon needs to feed is approximately 1 humanity point per week, though this may be adjusted as necessary. This means that there is a limit to the amount of time that a demon can dedicate to a particular person before moving to easier prey. Demons have a Humanity Pool just like Kindred have a Blood Pool; hunger and certain powers (see STRENGTHS: POSSESSION) drain from the pool, while causing corruption fills the pool. It is very possible for a demon to get several points ahead.

The capacity of a demon's Humanity Pool is based on how powerful it. A demon identifies its rank by its titles, like Duke of Miseries, or Knight of the Hangnail. Whether a demon works its way up in the ranks though practice and experience, is born/spawn/created with a certain rank, or if demons perform some sort of Diablerie to become tougher is unknown. A common demon (about Knight level) has a maximum Pool of 5, while Beelzebub, King of (F)Lies, has a Pool of 50.

Pool points can be used in the same way Kindred used Willpower and it takes the place of Blood in any Discipline that requires it. It also has demonic uses, like resisting unwanted Summonings and Bindings, Possessions (see STRENGTHS: POSSESSION), and anything else that seems appropriate for a demon.

If a demon goes a week without any points in its Humanity Pool, it will enter a form of Torpor. It will lie inert and unnoticed wherever it finally collapsed until something happens in its proximity to give it food. A inert demon has no Visage, though it will produce anti-social feelings in anyone near it. People with high Humanity will tend to avoid the area, while people with low Humanity may actually be attracted to it. The area will give them feelings of greed and bloated self-importance, and may give them the excuse to do unpleasant things they normally wouldn't do. This increases the chances of a demon feeding and restoring it to 'health'. It is sort of a mystic evolutionary change to improve chances of survival.

PSYCHOLOGY

Although they act calm and and calculating, at 'heart' demons are petty, emotional, and lazy. If made fun of, insulted, ignored, they will sulk, plan elaborate revenge, whine, etc. They are very much like the school bully, who acts like king of the mountain until someone beats him, and then goes crying to mommy. For this reason, it is very uncommon for demons to work together, since they always end up fighting with each other.

Although years of exposure have given them human-like qualities, it is important to remember that they aren't truly human. They have no humanity, no honor, no pity, no conscience. They lie freely and often if it is to their advantage.

ORIGINS OF DEMONS

This is an area of great debate among Occultists. Each 'expert' has his or her own theory. Some say they have existed since the beginning of time. Others claim that they are the spirits of the residents of Sodom and Gomorrah, cursed to forever repeat their wicked acts. The scientific-minded say they are a simply a different race. Religious folk say they were created to tempt the weak and test people's faith. When asked, demons typically says whatever they think will give them an advantage.

MODUS OPERANDI

The greatest tool of demons is their knowledge. Their long existences have given them knowledge of many things forgotten by man. They are very willing to trade this knowledge for something they want. Due to their nature, it is easy for them to spy and eavesdrop, giving them access to countless secrets.

Sometimes demons will simply give away their secrets. Telling a woman the time and location of her husband's next rendezvous with his lover may be all that is necessary for a quick snack. This type of advising is tricky because the demon must be careful that the advisee doesn't guess its ulterior motives. It is best to mix in enough helpful suggestions that the advisee thinks the demon is on his side.

Other times, demons will make trades. Usually, the demon will offer something the character desires, like stock tips, the identity of an enemy, or a treasure map, in exchange for doing things which lower humanity. These acts will be cloaked in reasonable explanations, like stealing some ancient art that the demon wants to possess. For example, a Kindred/Magi/Lupine wants to learn Blood magics from a demon. The demon would explain that they need fresh learning materials to study with, in time getting more specific and more heinous. "Get the life's blood of a couple that has been married for at least 50 years so I can show you how proximity can make people more and more the same." "Get me someone's arm, still filled with blood." "Bring a healthy person so that we can slowly remove all of his blood and watch the effects." If the 'student' isn't careful, she will have no Humanity left by the time she finishes learning.

Legend has it that the oracle at Delphi was a demon Prince of epic proportions, who loved to prophesize people killing their fathers or requiring people to sacrifice their own children. It made dire warnings about all of the awful things that would happen if it wasn't listened to (and which it would try to arrange if it was ignored).

STRENGTHS

Demons can learn the equivalent of certain Kindred Disciplines. Most have at least some Obfuscate, so they can spy unnoticed. Others have Presence to make them more fearsome or Animalism to summon plagues of rats. They may not get Dominate or use Presence to directly control a person (whatever a victim does must be the victim's own choice). It is also common to have Auspex, since it makes finding victims easier.

There is a special demon Discipline calledPossession. Not all have it, fortunately. It allows the demon to take control of a willing body. The word 'willing' is crucial, since it must be the person's free choice. This doesn't mean that the demon can't lie or be manipulative. The subject only needs to be willing for a moment. One demon trick is to get a victim into a life-or-death situation and then claim that only from within the victim's body can the demon save the person. Once possessed, the subject's body is under total control of the demon, though the subject can still see/hear/feel everything the demon does in the subject's body. Using willpower, a subject can regain control, but it only lasts a short time. Feeding for the demon is pretty easy, since most people don't react well to experiencing themselves killing people, even if they aren't actually willing the actions. Possession is very tiring for the demon, requiring the use of stored humanity points. An important limitation is that the demon must use one point to end the possession. If it has nothing left in its 'humanity pool', it is stuck in the body until it can get one. This is important because if the possessed body is killed, the demon is destroyed!

Possession:

Level 1: able to possess animals
Level 2: able to possess humans
Level 3: able to possess supernatural creatures (Kindred, Lupines, etc.)
Level 4: able to possess and animate inanimate objects up to car-sized
Level 5: able to possess large inanimate objects (buildings, planes, etc.)

WEAKNESSES

By their very nature, demons cannot force people to do things. They must tempt them instead. Demons are careful to hide this fact or many of their threats would be seen as lies.

People with high Humanity can be painful to demons by their presence, especially if they are convinced of their ability to drive off evil. They can often repel a demon with their faith alone. On the other hand, if they every loose their faith, they make the best meal of all!

Another weakness is that demons cannot cross boundaries. Although their lack of physical form would allow them to go under doors, the door is a barrier and therefore cannot be passed through. On the other hand, an open window is an open barrier and can be gone through without hindrance. They cannot even pass over the tops of cubicles, but instead must go through the entrance. Anything treated as a barrier will stop them. An uninterrupted trail of salt or sand across a doorway works as well as a door, IF there are no gaps to squeeze though and if it is treated like a barrier. If anyone steps through the doorway, then there isn't a barrier and the demon can freely pass. A pentagram or circle drawn in chalk may as well be a column of plexi-glass as long as anyone inside doesn't reach or step across it. A common way to trap a demon is to lure it into an unfinished circle of sand and then close it behind it. The demon is then trapped until someone breaks or crosses the boundary. Running water forms a self-renewing boundary that a demon cannot cross on its own. It must follow a person, who by traveling across it temporarily breaks the boundary, or be carries across, typically by carriage or car. Anyone on the opposite side of a boundary can invite a demon through it.

Legends of vampires needing to be invited into houses and not being able to cross running water unaided may well have come from the actions of possessed vampires.

MASQUERADE

Demons have their own version of the Masquerade. They thrive on doubt and fear, so announcing to the world that they exist isn't to their advantage. Also, they are careful not to let those who hunt them know of their location.

Even when contacting potential victims, they seldom announce what they are. "Hello. I'm a Demon, and have I got a deal for you!" doesn't tend to work well as an opening line. Demons with 3 levels of Obfuscate will often pose as the ghost of a loved one demanding revenge. Others claim to be daydreams, aliens from another world, a genie, or, ironically enough, a person's conscience.

Demons have the ability to be heard only by the person of their choosing. The subject will seem to be talking to the air, a strange picture on the wall, or even their own reflection in a mirror. It is very common for a demon to follow its dinner of a victim losing his humanity with the desert of his family being forced to throw him in an asylum! In one Chronicle, the Son of Sam killer actually was doing the bidding of his demon possessed dog. Demon are careful not to leave any physical proof, so their subjects simply seem to have been hearing voices and are considered insane.

SUMMONING

Occultists have long known methods for summoning demons. These rituals usually involve animal or human sacrifice, because committing these acts causes humanity losses in the new members. This 'food' is consumed by the summoned demon and whets its appetite for more. Naturally, cults will need a continuous in-flow of new members who are horrified by these acts in order to maintain a steady supply of food.

There are two types of summoning: open and named. In an open summoning, any demon in the area is being invited to consume the 'food' that is being provided. The cultists will typically choose a place likely to hold demons, like an abandoned prison or the site of a gruesome murder. Once the demon(s) have arrived, the cultists hope that they can make a deal. In comparison, a named summoning is much more difficult. A specific, 'named' demon is being summoned, while keeping the others out. This requires making a boundary around the 'food' (and typically the cultists too, since others demons might be offended that they are being left out). The summoning gives the named demon permission to cross the boundary (in or out), while leaving it intact against others. This kind of summoning will draw the demon to it no matter where it was before, EVEN if it was in Torpor. This is the sole hope of forgotten demons, lost in abandoned mine shafts or buried in old pyramids.

There should be limits on summonings. More powerful demons may require higher level rituals, or perhaps a custom ritual solely designed for summoning a specific demon. If there is a barrier in its way, the demon may not be able to reach the Summoning site, though the ritual may allow communication so the demon can tell the summoners how to get the boundaries out of its way, or even how to travel to it. Each particular summoning should have it own requirements, components, strengths, and weaknesses (i.e. a shaman does it differently than a hermetic mage or a voodoo priestess).

Demons can use points from their Humanity Pool to resist summonings. A good rule of thumb is they will need consume as many points as are offered them by the summoners (resisting the offered 'food' by eating what they already have). Demons that have almost been trapped before may well resist all summonings (for a human lifetime or two) just to make sure it doesn't happenagain.

BINDING

With enough magical knowledge and skill, a demon can be bound to an object. Most binding rituals are slow, so the demon must either be willing or be trapped. The object the demon is to be bounded to must be present for the entire ritual. Typically, it can be no larger than a person. If it wishes, the demon can resist, using the points in its Humanity Pool to slow or even break the binding (the mechanics of this is up to the Storyteller). If the spell is successful, the demon is bound to the object until it is unbound or the object is destroyed.

The immediate result of this is that the demon loses the freedom of movement. It is at the mercy of whoever is carrying it. On the other hand, the demon no longer has to use its energy to levitate or to maintain a semi-corporeal form, so it needs to feed half as often (i.e. every other week). Demons retain their ability to speak and sense and are the most common 'sentient' magical objects found. Some demons find this form relaxing, since many 'collectors' will kill each other over these objects without any prompting from the demon. In time, the demon will tend to develop abilities that match the object it resides within: a violin will create beautiful music no matter who plays it, a crystal ball will show peoples auras and potential fates, etc. Of course to use its abilities, the demon will still need to be fed, so it is business as usual.

A demon bound in an object is vulnerable to destruction. If its container is destroyed, so is it. This is a fact that the demon will hide at all costs! For each point in its Humanity Pool, it can make its object temporarily invulnerable to ANY damage. At this point it becomes a game of nerves as the demon laughs at the person's useless attempts to harm it as it rapidly runs out of the ability to defend itself. Fortunately, most people will give up after one or two futile attempts (would you keep trying if you ran over a glass statue with a steam roller and nothing happened?). If the demon realizes that the person knows that she can eventually destroy it, it will become desperate and promise the sun, moon, and stars to make her stop (and probably have to deliver, since there is nothing stopping the person from trying to destroy it again).

A demon can be unbound by a ritual similar to the one that bound it, though this requires it to give out its name, which could also be used to destroy it. No one said it was easy being a demon!

DESTROYING

Demons are notoriously hard to kill. If the person or object they possess is destroyed, so are they, if they can't escape before it happens (see STRENGTHS: POSSESSION). There are certain magical rituals which will kill a demon, but they require it to be present (and usually trapped) and its name to be known. If the Storyteller uses the Faith option, then a Miracle can destroy one, though the demon will probably run when it sees the Faithful person coming. A demon can hurt and kill another demon, so a weapon with a demon bound to it can harm another demon, though both demons will fight against this every step of the way. Demons can be fought astrally, but they should be very tough to fight this way. In most cases, it is easier for a person to get a demon bored with her than destroying it.

NAMES

With the potential for being bound and destroyed, one would wonder why a demon would tell anyone its name. In many cases, it didn't have a choice. Someone threatened to leave it trapped in a pentagram in a sealed room forever if it didn't tell what its name was. All it takes is one Magi knowing, and it will eventually get passed around. Often, having its name known and available is a good business tactic, since cultists are always looking for powerful creatures to get favors from.

LOCATIONS

Some areas are more likely to contain demons than others. Not surprisingly, they like to hang out where they are likely to find food or a new victim. Las Vegas is the Mecca of demons. In contrast, demons avoid, and even feel pain, in places where Humanity is restored. Examples of these are homes of honestly loving families, self-help meetings (perhaps like Alcoholics Anonymous), and some (but not all) churches.

SUGGESTIONS

The motivations of demons should be kept secret. Players should always wonder what a demon is up to, why it gives them information for nothing one time and charges them heavily the next, etc. Once they figure it out, though, thedemon's actions should make perfect sense.

Demons are a role-playing creature. They exist to tempt people and talk them into doing things they normally wouldn't do. They shouldn't be like D&D Demons/Daemons/Devils, which were for beating up with your Holy Avenger.

There are rumors of creatures just like demons, except that they feed on the increase of Humanity instead of its lowering.

Every demon should have its own personality. I usually give mine Demeanors. Their Natures are uniformly Sadist (enjoying the suffering and corruption of individuals).

Demons can be classed in clan-like groups: Guardian (who specialize in fear/paranoia), Vengeance (hate), Wealth (greed), Pleasure (gluttony & lust), etc.



It would seem Vampires would be the last to have anything to fear from such creatures of darkness, but this is not necessarily so. More than one Kindred has met her end in conflict with a Demon, and others have dealt with them only to come out the worse for the bargain. Some Cainites laughingly tell of having sold their nonexistent soul to demons, though others shudder at the thought.

Some demons have evidenced a particular interest in the Undead, though the reason for this remains unclear. Whatever their purpose, however, they are invariably friendly to Kindred unless they feel they are crossed, in which case their rage is truly horrible to behold.(SH pg 101)

Demons themselves rarely manifest upon the Earth; instead, their spirits inhabit lesser forms, mortal beings with supernatural powers, which are here called the infernal hosts. Occasionally possessed, often created from scratch in an imperfect mockery of the Lord’s own creations, host creatures exist a short time before decaying. Unlike a demon’s true form, these creatures can be hurt or killed. Occasionally, some ritual or rift between Hell and the Earth allows a demon to create a material aspect of its true form. These manifestations are very rare and exceedingly powerful. No mortal, and few immortals, could stand and fight one on its own terms. Those who would bind or traffick with the Infernal must resort to elaborate magics or divine aid. The latter requires more faith than most Cainites can muster, while the former leaves a magician’s soul at risk. Even if a demon’s material form is slain, the entity itself is only banished back to the Inferno. This banishment may hurt, but will not prevent the Fallen One from coming back at another time to avenge itself. This can be especially problematic for a vampire; after all, you can accumulate a lot of enemies in a century, and not all of them reckon their lives in mortal years.... (VDA 266)

In simpler words, a demon's host (material) form can be killed, but the demon can NOT be. He will only return in another host form and nail your ass.

Demonic Powers

Healing

Can heal one Health level per turn without effort. Really powerful manifestations can heal two, three and even four per turn.

Fortitude

Devils, in material form, are outrageously tough, and soak aggravated damage from all sources except the holy magick. In V:TM, this is up to 5 in Fortitude.

Domination

With a glance, an Infernal creature can cow most mortal beings. In V:TM, demons have several dots in Presence and Dominate.

Fire

Although many of them do not use it, all demons can surround themselves with flames, and hurl fire at their enemies (5-10 dice of aggravated damage, depending on demon's rank).

Immortality

No demon or evil spirit can be truly killed--at least not by anything that walks the earth. The creature's material or spiritual form can be destroyed, but that simply banishes the Infernal soul back to its Realm for a time...after which time it will be ready for revenge.

Immunity to Fire

Accustomed as they are to the fires of Hell, demons cannot be hurt by any form of mortal flame (magical or otherwise).

Terror

Demons can inspire paralyzing fear in most mortals. In V:TM this comes through lower levels of Daimoinon.

Most demons wield the following powers:

o Healing:

Demons and their host creatures can heal one Health Level per turn without effort. Really powerful manifestations can heal two or even three Levels per turn.

o Fortitude:

The Infernal are notoriously hard to hurt. Assume that any demon-form has Fortitude ranging from 1 to 5.

o Domination:

Those who meet infernal manifestations know it; even the lowliest demons have at least two dots of Presence, and many have comparable levels of Dominate as well. Powerful demons and hosts can cow an entire room of mortals with a glance.

o Daimoinon:

An innate demonic power. Lords can go as high as 8 with this Discipline (which allows them to summon others of their kind or curse a large area), and dukes and their betters can attain any level.

o Immunity to fire:

Flames are demons' natural element; no fire-based attack can harm them except for their own infernal flames (which hurt but inflict no damage). (VDA 265>

Weaknesses

Although they carry hellbound powers, infernal beings are subject to the power of God's creation. While few Cainites could (or would) beseech the Almighty for help, the following things can harm or repel a demonic manifestation:

True Faith:

Faith has double its normal effect on infernal powers. A character with Faith can inflict one die of aggravated damage for each point of Faith she possesses. Faith can come from beliefs other than Christianity; Islam and Judaism have long histories of divine favor, and even good pagans can resist the lure of darkness.

Pride and greed:

Demons are a crafty lot--sometimes too clever for their own good. Because they consider themselves superior to humanity, some can be tricked into leaving or performing short services. This is exceedingly dangerous, however; many tempters will play dumb, let a character believe she has the best end of a deal, and then spring the trap.

The barriers:

God does not allow demons free reign on Earth; they must be summoned, bound or brought into the mortal world through human evil or stupidity. Once they're there, most demons choose to stay awhile. Some magical charms might raise a similar barrier. VDA266

Power

Demons are always willing to teach their dupes new powers. Almost all infernalists are taught Dark Thaumaturgy by demons, and many vampires seek out demons to learn Disciplines they cannot gain from their clan.

Dark Thaumaturgy (varies)

Characters can purchase Dark Thaumaturgy from their demonic mentors. Ratings in the paths of Dark Thaumaturgy can only increase one point at a time. For example, if a character has Video Nefas at Level Two, he can only increase it to Level Three with the next pact he makes. The character need only make a pact equal to the new level of Dark Thaumaturgy, but must immediately undergo a Supplicium upon learning the corrupt knowledge.

Disciplines (varies)

Demons can teach Disciplines to vampires. Each time a Discipline is increased through an infernal investment, it may be raised only one level. Raising Disciplines costs the character a pact equal to the new Discipline level +3. A demon can also teach the character a single power from a Discipline (for example, just Dread Gaze, instead of the Discipline of Presence). This costs the character a pact equal to the level of the specific power +1. In this way, mortals can receive these specific powers from demonic mentors. The special infernal Disciplines of Maleficia and Striga (as well as any other infernal Disciplines the Storyteller creates) can only be learned by dealing with demons.

Attributes and Abilities (varies)

Demons aid their minions to become more powerful. Attributes and Abilities can he raised only one level for each pact. Attributes require a pact equal to their new level +2 and Abilities their new level + 1 to raise through infernal means.

Life (one point per year of life)

Though inappropriate to vampires, demons offer mortals extended life in exchange for pacts. The mortal's life (in good health) will be extended for one year for each point of the pact. The demon can also reverse the aging process for the same cost. A demon will never grant unconditional immortality, nor will it guarantee anyone against harm. Similar pacts may also be made to cure diseases and heal wounds.

Servants (varies)

Minor demons may serve a character in exchange for pacts. Powerful infernalists may be attended by many followers. Most such servants are possessed mortals who are intensely loyal, and even willing to die for the infernalist. Such servants cost one point unless they are especially skilled or powerful. Bound demons may be granted to an infernalist for two points, and it is possible that a more powerful demon will consent to serve for a sufficiently large service. (VDA COMPANION 177)

THE DEMONS

The true host of Hell is made up of countless demons. It is these beings who are bought into the world by infernalists and most readily take an interest in the affairs of mankind. Most of them are subservient to their masters in Hell, but there are some who seem worryingly independent. According to medieval scholars, six broad types of demons have access to the world.

They are called daemons to distinguish them from their more comprehensible kin. lnfernalists have little power over these beings; they may only be summoned using True Magick. Astrologers have said that a few of these star daemons have shown an interest in the growing study of mathematics and other natural sciences at the University of Paris.

Star Daemon

This being appears as a twisting ribbon of light and shadow. Shapes emerge from this formlessness, hinting at geometric patterns or even writing. Gazing at this being too long makes the viewer uncertain of her place in the universe, as she begins to sense the vast void that surrounds her. This daemon is angered by any attempt todispel it, using its Thaurmaturgy and Obtenebration against such an attacker. According to translations of Chaldean and Egyptian magic, there exists a breed of greater star daemons who, like the wandering stars, intersect with the world only at specific times. The Sphinx and some Babylonian carvings are said to depict these beings. The powers of such inhuman intellects can only be guessed at.

Aerial demons

These demons swarm invisibly through the spirit world, seeking entrance to the material world in order to tempt or attack humans. They conspire with infernalists for the destruction of mankind.

Terrestrial demons

Terrestrial demons are the most dangerous sort, for they have been cast out of the spirit worlds and dwell on Earth among humanity. They are often confused with werewolves and fae, for they are adept at changing their forms and casting illusions. The weakest among them possess the bodies of animals, creating Hell-beasts, while the more powerful pose as human beings and work their corruption secretly. If a terrestrial demon is slain, it is truly dead rather than merely dispelled.

Aqueous demons

These demons dwell in rivers, lakes and the ocean depths. They delight in drowning humans, especially children, and use both guile and outright force to claim their due. The aqueous demons of the ocean are colossal monsters capable of crushing ships in their coils or tentacles.

Subterranean demons

Subterranean demons dwell deep within the earth and in caves and caverns. They attack those who disturb their domains (miners and treasure hunters especially), but are otherwise encountered by humankind only when summoned to the surface. They are slow and malicious, appearing as hybrids of armor, flesh and stone.

Bound demons

Least among infernal powers are bound demons. These demons are so pitiful that they can be summoned and commanded to work by mere human magicians. Bound demons are usually small and brutish, often appearing as overly large toads or other vermin, and serve either as familiars (for the length of the magician's life) or as guards set over places or treasures. Familiars are tiny demons that are bound to a specific master. They generally appear as small animals (toads, cats, weasels and ravens are common) and serve as spies and gossips. Familiars need to be fed the blood of their master weekly or they will wither and die.

Custodes are minor beasts bound to guard a place and its treasures. They recognize only the one who summoned them and attempt to eat all other trespassers. They are dull-witted and stow, but immensely strong and persistent. Most of them appear as large spiders or giant toads covered in caustic slime. A few may have poisonous bites or other abitities. (VDA COMP 182-185)


 

 

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