A D & D T o M a s t e r cr a f t M o n st e r C on ve r s io n M a n ua l

Credits
Designer/Editor: Brakk Proofreader: Arntuuri

Special Thanks to Alex Flagg

Fantasy Craft and all related marks are ™ and © 2009 Crafty Games LLC. ADVANCED DUNGEONS & DRAGONS is a registered trademark owned by Wizards of the Coast, Inc.

Contents
Introduction ....................................................... 2 Step 1: Size and Type ............................................ 2 Table 1: Size Conversion ................................ 2 Step 2: Health ........................................................ 3 Table 2: Type Conversion .............................. 3 Step 3: Abilities and Natural Attacks .................... 4 Table 3: Ability Conversion ........................... 4 Table 3.1: AD&D 1st Edition Intelligence Conversion ...................................................... 6 Step 4: Other Attacks and Qualities ..................... 7 Step 5: Skills .......................................................... 7 Table 4: Skill Conversion ............................... 7 Step 6: Feats ........................................................ 10 Step 7: Gear and Treasure ................................... 10 Table 5: Treasure Conversion ...................... 10 Step 8: Remaining Entries ................................... 11 Race and Class.................................................. 11 Armor Class ...................................................... 11 Initiative ........................................................... 12 Speed/Mobility ................................................. 12 Table 6: AD&D Movement ......................... 12 Base Attack ....................................................... 12 Reach ................................................................ 13 Saves ................................................................. 13 Alignment ......................................................... 13 Table 7: Alignment Conversion.................... 13 Step 9: Final Tweaks (Optional) ......................... 13 Step 10: XP Value ............................................... 13 Open Game License ......................................... 14 Open Game Content ........................................ 15

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Introduction
These rules will help you convert monsters found in dozens of AD&D (Advanced Dungeons & Dragons) books to Mastercraft format. CONVERSION THREAT LEVEL The NPC’s Conversion Threat Level is equal to its AD&D Hit Dice. You’ll use this value when converting other stats.

Example: A red chaos toad has 7 Hit Dice, so its Conversion Threat Level is also 7.
STAT LIMITS No stat may exceed the minimum or maximum listed in the standard NPC creation rules. Conversion rules are often provided in case of a surplus, but in all other cases an excess is ignored.

Step 1: Size and Type
The NPC’s Size changes according to the NPC’s height or length, whichever is greater (see Table 1 below). It defines the NPC’s maximum footprint (see Fantasy Craft page 217). Fantasy Craft characters aren’t always perfectly square, so you may want to adjust the footprint to a more logical shape.

Table 1: Size Conversion
Size Category Nuisance Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Enormous Vast Height or Length Less than 3 in 3 in – 6 in 6 in – 1 ft 1 ft – 2 ft 2 ft – 4 ft 4 ft – 8 ft 8 ft – 16 ft 16 ft – 32 ft 32 ft – 64 ft 64 ft – 128 ft 128 ft – 256 ft 256 ft or greater Reach 1 1 1 1 1 1 1 (2 if tall) 2 (3 if tall) 3 (4 if tall) 4 (5 if tall) 5 (6 if tall) 6 (7 if tall)

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Example: A red chaos toad is 8 ft. tall, which defines it as Large in Fantasy Craft. Its Space is translated to a
footprint of 2 wide × 2 long (an arbitrary but plausible choice). An NPCs Type sets their Competence grade as shown on Table 2: Type Conversion. When a character has 2 or more Types, apply the highest Competence generated by any of them.

Example: A red chaos toad is a native of Limbo, an Outer Plane. This translates to Competence III and the
Outsider Type in Fantasy Craft.

Step 2: Health
The NPC’s Type, Hit Dice, and Size determine its Fantasy Craft Health grade and possibly grant the tough quality, as shown on Table 2: Type Conversion (see below). If the NPC lists only hit points (hp), divide that number by 4.5 (round down, minimum 1) to determine Hit Dice.

Example: A red chaos toad is an Outsider, has 7 Hit Dice, and has a Size of Large. The Type sets the Health grade to III and the Size converts to either a grade of Health or tough I. Its 7 Hit Dice do not affect the Health grade. The GM decides to apply 1 grade to Health, so the red chaos toad ends up with Health IV.

Table 2: Type Conversion
Type Animal Beast Construct Elemental Fey Folk Horror Ooze Outsider Plant Spirit Undead Hit Dice Competence Grade I I II III II II None or I III None or I None or I None or I Health Grade (min. I, max. X) III IV IV III II III III IV III III V V +1 Health or tough I or cagey I for each HD above 9

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Table 2: Type Conversion (Continued)
Size Smaller than Medium Medium Larger than Medium -1 Health per Category +1 Health or tough I per category

Step 3: Abilities and Natural Attacks
Refer to Table 3: Ability Conversion to obtain the corresponding Fantasy Craft attribute score. Unless the NPC is an Animal, reduce odd attribute scores by 1. Ability scores below 10 translate directly.

Table 3: Ability Conversion
AD&D Ability Score AD&D Hit Probability (Str) 0 1 2 3 4 5 6 7 8 9 10 – 11 12 – 13 14 – 15 N/a -5 -3 -3 -2 -2 -1 -1 Normal Normal Normal Normal Normal N/a -4 -2 -1 -1 -1 None None None None None None None AD&D Damage Adj. (Str) AD&D Defensive Adj. (Dex) AD&D Hit Point Adj. (Con) Fantasy Craft Attribute Score 1 2 3 4 5 6 7 8 9 10 11 12

N/a +5 +5 +4 +3 +2 +1 None None None None None None (14) or -1 (15)

N/a -3 -2 -2 -1 -1 -1 None None None None 0 None None or +1 (15)

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Table 3: Ability Conversion (Continued)
AD&D Ability Score AD&D Hit Probability (Str) 18 18/01 – 18/50 18/51 – 18/75 18/76 – 18/90 18/91 – 18/99 18/00 19 – 20 21 – 22 23 – 24 +1 +1 +2 +2 +2 +3 +3 +4 +5 (23) or +6 (24) +7 +2 +3 +3 +4 +5 +6 +7 (19) or +8 (20) +9 (21) or +10 (22) +11 (23) or +12 (24) AD&D Damage Adj. (Str) AD&D Defensive Adj. (Dex) AD&D Hit Point Adj. (Con) Fantasy Craft Attribute Score 14 15 15 15 15 15 15 16 17

-4 N/a N/a N/a N/a N/a -4 -5 -5 (23) or -6 (24) -6

+4 N/a N/a N/a N/a N/a +5 +6 +6 (23) or +7 (24) +7

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+14

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If ability scores are unavailable, determine them the following way: The Strength score can be determined by looking at the bonus damage (or THAC0 modifier) next to the NPC’s attacks. This bonus damage is the NPC’s Damage Adjustment (see Table 3: Ability Conversion above). After you determine Damage Adjustment (or THAC0’s Hit Probability), you can easily get the Fantasy Craft attribute value. Otherwise increase it by 2 above 10 for each NPC’s Size category above Medium. The Dexterity score can be determined by taking into account the creature’s Size, illustration (if any), description, movement speed, and Armor Class (AC). If the creature seems quick and agile, determine its Dexterity score by looking at its Defensive Adjustment (see Table 3: Ability Conversion above). Remember to remove any Size, gear and natural armor bonuses before doing that. If the illustration or description mentions scales, tough hide or other natural protection, safely assume that the creature’s good defenses do not come from its high Dexterity score but it’s natural armor (see Armor Class on

page 11).
The Constitution score can be determined by increasing it by 2 for each Size category above Medium or by dividing the NPC’s bonus hit points by its Hit Dice (round down, minimum 1) to find out its Hit Point Adjustment (see Table 3: Ability Conversion above). The Intelligence score is generally noted in all entries. Take the highest possible value. If only the descriptive listing is available, refer to Table 3.1: AD&D 1st Edition Intelligence Conversion below. Finally, if no listing’s available at all, refer to creature’s description to determine its Intelligence score.

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Table 3.1: AD&D 1st Edition Intelligence Conversion
AD&D Intelligence Description Non-intelligent or not ratable Animal intelligence Semi-intelligent Low intelligence Average (human) intelligence Very intelligent Highly intelligent Exceptionally intelligent Genius Supra-genius Godlike intelligence Fantasy Craft Attribute Score 1 4 6 10 11 12 13 14 15 16+

Wisdom and Charisma scores are similar to the creature’s Intelligence score. If the listing’s unavailable, refer to creature’s description.

Example: A red chaos toad has the following AD&D scores: Intelligence 5 – 7, Armor Class 4, Hit Dice 7 + 3, Morale 8 – 10. These translate to Str 10, Dex 10, Con 12, Int 6, Wis 10, Cha 10 in Fantasy Craft.
If the NPC has any AD&D natural attacks, compare the maximum damage of each, sans Strength modifier, with the same attack’s maximum damage in Fantasy Craft at Grades I, III, and V (again, without Strength). Apply the grade that’s closest without going over. If the maximum AD&D damage is 50% or more of the way toward the next Fantasy Craft grade, raise the grade by 1 more (increasing the attack’s threat range by 1). Example: The red chaos toad has an AD&D Bite inflicting 2d8 damage (a max. of 16). At the creature’s Size (Large), the closest Fantasy Craft Bite that doesn’t exceed this is Grade I (dmg 1d10; threat 18–20). The maximum AD&D damage is more than 50% of the way toward the maximum Bite II damage, though, so the red chaos toad gains Bite II (dmg 1d10; threat range 17–20). Also, the red chaos toad has two AD&D Claws inflicting 1d4 damage each. Again, at the creature’s Size, the claw damage translates closest to Grade I (dmg 1d8; threat 20). Apply the NPC’s Strength modifier to the resulting Fantasy Craft damage. Finally, apply any natural attack qualities needed to simulate AD&D effects.

Example: The red chaos toad’s Claw is linked to its AD&D egg-pellet special attack, which is easily handled in Fantasy Craft with the infectious conversion quality. This attack will be handled in the following steps.

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Step 4: Other Attacks and Qualities
This step converts AD&D Special Attacks, Special Defenses, and Magic Resistance. It is suggested to be as familiar with NPC creation rules as possible because many of the options operate with slight differences. Identify what all the original attacks and abilities do. Once you have done this, consult Table 6.12: Other Attack and Quality Conversions (see Fantasy Craft page 298) and look for similar abilities. If that doesn’t quite do it, look through first three Fantasy Craft chapters to see if any of the class abilities, feats or spells will work. In that case, you should give the NPC the class ability, feat or natural spell qualities. Only those class abilities on Table 6.3: NPC Class Abilities (see Fantasy Craft page 232) are available. Finally, if you haven’t found a good option, you will need to build your own using the rules for Extraordinary Attacks (see Fantasy Craft page 236). Magic Resistance is converted by dividing the given number by 15 (round down, minimum 1). The result is the NPC’s spell defense grade. A Low morale score (7 or lower) grants the meek quality, a high morale score (15-18) grants the fearless I quality and finally, the highest morale score (19-20) grants the fearless II quality. You do not need to convert all attacks and qualities. Focus on the most useful options which won’t complicate the NPC and increase its XP without a good reason. For example, you shouldn’t give the NPC more than 4

natural spells. Example: The red chaos toad also has stun, which translates to a stunning croak extraordinary attack. It also has egg-pellet, which translates to an infectious conversion quality. Finally, it has Magic Resistance 30% which becomes spell defense II.

Step 5: Skills
AD&D NPCs rarely possess nonweapon proficiencies but in case they do, they can be easily translated into Fantasy Craft skills and sometimes to other qualities. If the NPC has 4 or more proficiencies, convert up to 3 and increase its Competence grade by 1 per 2 proficiencies not converted. Each proficiency slot directly translates as a Signature Skill grade. If two or more proficiencies share the Signature Skill (see Table 4 below), add their grades together. If a Signature Skill grade does not exceed the NPC’s Competence, he probably doesn’t need that Signature Skill.

Table 4: Skill Conversion
AD&D Nonweapon Proficiency Agriculture Ancient History Animal Handling Animal Lore Animal Training Fantasy Craft Option None

Interests quality (see Fantasy Craft page 234)
Survival Survival Survival

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Table 4: Skill Conversion (Continued)
AD&D Nonweapon Proficiency Appraising Armorer Artistic Ability Astrology Blacksmithing Blind-fighting Bowyer/Fletcher Brewing Carpentry Charioteering Cobbling Cooking Dancing Direction Sense Disguise Endurance Engineering Etiquette Fire-building Fishing Forgery Gaming Gem Cutting Healing Heraldry Herbalism Hunting Juggling Fantasy Craft Option Haggle Crafting Crafting

Interests quality (see Fantasy Craft page 234)
Crafting Night fighting (feat, not a skill) Crafting Crafting Crafting Ride Crafting Crafting Acrobatics Survival Disguise Athletics None Impress Survival None Crafting None Crafting Medicine

Interests quality (see Fantasy Craft page 234)
None Survival Acrobatics

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Table 4: Skill Conversion (Continued)
AD&D Nonweapon Proficiency Jumping Languages, Ancient Languages, Modern Leatherworking Local History Mining Mountaineering Musical Instrument Navigation Pottery Reading Lips Reading/Writing Religion Riding, Airborne Riding, Land-based Rope Use Running Seamanship Seamstress/Tailor Set Snares Singing Spellcraft Stonemasonry Survival Swimming Tightrope Walking Tracking Tumbling Fantasy Craft Option Acrobatics

Interests quality (see Fantasy Craft page 234) Interests quality (see Fantasy Craft page 234)
Crafting

Interests quality (see Fantasy Craft page 234)
None Athletics or superior climber quality Impress None Crafting Search or Sense Motive

Interests quality (see Fantasy Craft page 234) Interests quality (see Fantasy Craft page 234)
Ride Ride Athletics Athletics or superior runner quality None Crafting Prestidigitation Impress Investigate Crafting Survival Athletics or superior swimmer quality Acrobatics Survival Acrobatics

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Table 4: Skill Conversion (Continued)
AD&D Nonweapon Proficiency Ventriloquism Weaponsmithing Weather Sense Weaving Fantasy Craft Option Impress Crafting Survival Crafting

Example: Per its AD&D description, a red chaos toad does not possess any nonweapon proficiencies.

Step 6: Feats
Read the NPC’s description. If you can identify any feat-like ability the NPC possesses, give it the appropriate feat.

Example: Per its AD&D description, a red chaos toad does not possess any feats.

Step 7: Gear and Treasure
Gear translates directly; just go through Chapter 4 of Fantasy Craft to find the appropriate item(s). Convert the treasure using Table 5: Treasure Conversion (see below).

Table 5: Treasure Conversion
AD&D Treasure* A B C D E F G H I J K L Fantasy Craft Treasure 4C, 2L, 1M 4C, 1L 1C, 1L 1C, 2L 3C, 2M 1C, 1M 2C, 2L, 1M 4C, 4L 1C, 4L 1C

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Table 5: Treasure Conversion (Continued)
AD&D Treasure* M N O P Q R S T U V W X Y Z Fantasy Craft Treasure 1C 1C 1C 1C 1L 1C, 1L 1M 1M 6L, 2M 2M 1C, 2M 1M 2C 4C, 4L, 2M

* Large treasures are noted with a multiplier such as x2; this means that you should multiply all rolls that many times (up to a maximum of 6).

Example: A red chaos toad’s AD&D treasure code is “K, Q” which translates to Fantasy Craft Treasure “1L”.

Step 8: Remaining Entries
This step covers the rest of NPC’s abilities such as Defense and Class. Any entries not listed here are ignored.

Race and Class
Fantasy Craft NPCs get abbreviated species templates which are provided on page 248. Some class abilities can be applied with a quality (see Fantasy Craft page 235). Use these options sparingly, applying only the ones that are the most vital, or iconic to making the NPC memorable in your game.

Armor Class
If the AC value is equal to or greater than 0, subtract that number from 10. If it is lower than 0 (a negative value), add it as a positive value to 10. Remove Armor Class bonuses from attributes, Size and gear. The NPC gains the lowest possible Defense grade that includes the result in the Conversion Threat Level column of Table 6.1 (minimum I) (see Fantasy Craft page 229). If the result is not included in any grade, they gain Defense X and monstrous defense (grade equal to 1/3 the surplus result, rounded down). If the AD&D armor

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class bonus is +1 or higher, they also gain damage reduction (1/4 the armor bonus, rounded up, to a maximum of 10).

Example: The red chaos toad’s AC is 4 which yields a +6 bonus after the initial calculation. Taking into account gear (None), the Dexterity modifier (None), and the Size modifier (-1) we determine that its natural armor class bonus is +7. Scanning down the TL 7 column, +7 translates to Defense V. It also gains damage reduction 2.

Initiative
The NPC’s Initiative grade is equal to its Defense grade (see above).

Example: The red chaos toad’s Defense grade is V, so its Initiative grade becomes V.

Speed/Mobility
Determine whether the NPC is a Walker, Burrower, Flier, or Swimmer as shown on Fantasy Craft page 227. Multiply the movement by 2.5 feet and round up to nearest multiple of 10. AD&D maneuverability is ignored. If the creature has a Climb speed listed, add one or more grades of superior climber, depending on the speed value. Apply the banned action quality if the NPC can’t climb, jump, or swim. Older editions of AD&D used simplistic symbols to indentify other movement types. Here are their meanings with X representing the movement speed’s value.

Table 6: AD&D Movement
AD&D Movement Symbol X” /X” //X” (X”) *X” @X” Movement Type Ground speed Flying speed Swimming speed Burrowing speed Climbing in a web Climbing in trees

Example: The red chaos toad can walk so it becomes a Walker with a Speed of 20 ft.

Base Attack
Subtract the THAC0 value from 20. The NPC gains the lowest possible Attack grade that includes their attack bonus in the Conversion Threat Level column of Table 6.1 (see Fantasy Craft page 229). If the bonus is not included in any grade, he gains Attack X and monstrous attack (grade equal to 1/3 the surplus bonus, rounded down). If the NPC has 1 attack listed, decrease the Attack grade by 1 (down to a minimum of 1). For each 2 attacks above the first, increase the NPC’s attack grade by 1. Example: The red chaos toad’s attack bonus is +7, which translates to Attack V. It also has 3 attacks listed so that increases his Attack to VI.

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Reach
The NPC’s Reach is determined by its Size. Refer to Table 1: Size Conversion (see above) to find out the value. If any of the NPC’s AD&D attacks have additional reach, add the reach quality to the corresponding Fantasy Craft attacks.

Example: The red chaos toad’s Size is Large and it’s tall, which means it gets Reach 2.

Saves
The NPC’s Resilience grade is equal to its Health grade (see above).

Example: The red chaos toad’s Health grade is IV, which translates to Resilience IV.

Alignment
If the NPC’s Alignment is available in the current campaign, he gains the interests quality. Refer to Table 7: Alignment Conversion

Table 7: Alignment Conversion
AD&D Alignment Lawful Good Lawful Neutral Lawful Evil Neutral Good True Neutral Neutral Evil Chaotic Good Chaotic Neutral Chaotic Evil Fantasy Craft Alignment Good, Order Order Evil, Order Good Evil Chaos, Good Chaos Chaos, Evil

Example: The red chaos toad is “Chaotic neutral” and gains interests (Alignment (Chaos)).

Step 9: Final Tweaks (Optional)
The conversion’s over but that doesn’t mean you can’t boost or lower stats add or remove qualities in order to create a really unique NPC.

Step 10: XP Value
Just sum the XP values from all the Fantasy Craft options you’ve applied. If you’ve created new qualities for the NPC, simply add 1 to 5 XP for each, based on how useful they are. Here’s our red chaos toad! XP values follow each item with a cost in brackets.

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Red Chaos Toad (Large Outsider Walker – 79 XP): Str 10, Dex 10, Con 12 [+2], Int 6, Wis 10, Cha 10; SZ L (2x2, Reach 2 [+1]); Spd 20 ft. ground; Init V [+5]; Atk VI [+6]; Def V [+5]; Res IV [+4]; Health IV [+4]; Comp III [+3]; Qualities: Damage reduction 2 [+6], infectious conversion [+5], interests (Alignment [Chaos]), natural spell (Call from Beyond III) [+5], regeneration 2 [+6], spell defense II [+4]

Attacks/Weapons: Bite II [+6] (dmg 1d10 lethal; threat 17-20), Claw I × 2 [+8] (dmg 1d8 lethal; threat 20), Stunning Croak [+9] (bang damage attack II; 5 ft. blast increment; dmg 1d6 bang per 2 TL, Ref DC 15 for 1/2 damage, upgrades: alternate damage) Treasure: 1L

Sources: Fantasy Craft (2009) Crafty Games Conversion Manual (2000) Skip Williams Player’s Handbook (1995) TSR Dungeon Master Guide (1995) TSR Monstrous Manual (1995) TSR Revised (v. 3.5) System Reference Document (2003) Wizards of the Coast -

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Open Game Content
This release of AD&D to Mastercraft Monster Conversion Manual is done under version 1.0a of the Open Game License and the draft version of the d20 System Trademark License, d20 System Trademark Logo Guide and System Reference Document by permission of Wizards of the Coast. Subsequent releases of this document will incorporate final versions of the license, guide and document. Author’s intention is to open up as much of this product as possible to be used as Open Game Content (OGC). Publishers who wish to use the OGC materials from this release are encouraged to contact info@planescraft.com if they have any questions or concerns about reproducing material from this product in other OGL works. The author would appreciate

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anyone using OGC material from this product in other OGL works to kindly reference AD&D to Mastercraft Monster Conversion Manual as the source of that material within the text of their work. Open Game Content may only be used under and in accordance with the terms of the OGL as fully set forth in the opposite column. DESIGNATION OF OPEN CONTENT: All portions of AD&D to Mastercraft Monster Conversion Manual are designated as Open Game Content. USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of the author to add all NPC statistics contained in this volume to the canon of Open Game Content for free use pursuant to the Open Game License by future Open Game publishers. Some of the portions of this product which are delineated OGC originate from the System Reference Document (© 1999, 2000 Wizards of the Coast, Inc), Fantasy Craft RPG Rulebook (Copyright 2009, Crafty Games LLC), Conversion Manual (Copyright 2000, Wizards of the Coast, Inc.), Player's Handbook, Dungeon Master Guide, and Monstrous Manual (Copyright 1995, TSR, Inc.) The remainder of these OGC portions of this document are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE: “AD&D to Mastercraft Monster Conversion Manual Copyright 2009, Planescraft.” The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Wizards of the Coast® is a registered trademarks of Wizards of the Coast, and are used with permission. Fantasy Craft™ and all related marks are registered trademarks of Wizards of the Coast, and are used with permission. All contents of this release, regardless of designation, are copyrighted year 2010 by Planescraft. All rights reserved. Reproduction or use without the written permission of the author is expressly forbidden, except for the purposes of review of use consistent with the limited license above.

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