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Coterie Creation

Players might build their characters individually, but they build their coterie together.
Collaborative coterie creation creates shared buy-in to the chronicle, and it allows players to
indicate which aspects of the World of the Darkness they have the most interest in exploring.
The coterie pool begins with one free dot per player character. (The Storyteller may allow
player groups with three or fewer players to begin with a coterie pool of two free dots per
character.) Players may also contribute their own characters’ Advantage dots to the coterie
pool. Players spend the coterie pool collectively, although in some groups, each player
controls their own contribution. The coterie can also purchase coterie Flaws to get more dots
for the coterie during coterie creation. Every player must agree in order for the coterie to take
a Flaw.

Domain
The core aspect of a coterie, Domain represents a physical area of the city in which the
coterie can hunt. To the Camarilla, each domain resembles a feudal fief, held by grant from
the Prince or another noble Kindred; Anarch coteries more likely refer to their domain as
“turf.” Either way, the principle remains the same. Like other elements of the World of
Darkness, Domains have Traits. Each dot of a Domain Trait costs one dot from the coterie
pool. Domain Traits cover a lot of ground, so to speak: use them as abstractions, not as
constraints.

Chasse
This Trait describes how well-stocked, vulnerable, and rich the domain is as a hunting
ground. One dot in Chasse provides the coterie with a default hunting Difficulty of 6 inside
their domain. Each additional dot reduces that Difficulty by one. Chasse also refers
abstractly to the physical size of the domain. This quality varies radically, depending on the
specific city’s geography, but as a very general rule use the following table.
chasse geographical equivalent
• One city block, one suburban gated community
•• Two to four blocks, one park and its entrances, one small site (tourist landmark, hospital,
mall)
••• Eight blocks on both sides of a major street, one medium site (air-port, major employer,
casino, college)
•••• One neighborhood or defined district, a square kilometer, everything along one highway
or major street, one major site (large university, amusement park)
••••• Three neighborhoods, a large group of features (“all parks on the South Side,” “all
hospitals in Queens,” “all highways south of the river”) Dots need not always translate to
size. Obviously a smaller domain in a rich hunting area, such as the Rack, still has a higher
Chasse than a large domain in a desolate or empty part of the city.

Lien
This Trait describes how well-integrated the coterie is into their domain. Each dot in Lien
adds one die to a coterie member’s pool on attempts to, e.g., interact peace-fully with a
native mortal; find something, someone, or somewhere specific within the domain; find out
the “word on the street,” or otherwise investigate something within the domain. Lien never
modifies coterie member hunting rolls.
Portillon
This Trait describes how secure the domain is against intrusion or disruption: other
vampires, mortal police or predators, the Second Inquisition, etc. Each dot of Portillon
subtracts one die from a foe’s pool when they attempt to, for example, enter, investigate, or
surveil the domain without the coterie’s knowledge. Portillon seldom adds to character pools;
it primarily acts as a resistance Trait. A critical success by an intruder might lower the
Portillon of the Domain against that specific intruder – unless the coterie deals with them
before the next incursion. Portillon does not apply to Havens, in or out of the Domain.

Coteries Without Domains


A coterie without a Domain either poaches its dinner (at grave risk from the angry holder of
the domain they enter to do so) or holds a letter of passage from their own Prince or another
high official. If the local authorities recognize such credentials, they generally grant the
coterie a temporary right to hunt somewhere. The Storyteller can use the values on p. 308 to
determine the default Difficulty of the coterie’s hunts.

Coterie Backgrounds
Coteries can hold certain Backgrounds and Flaws in common: Adversary, Ally, Contacts,
Enemy, Haven, Herd, Influence, Mask, Mawla, Resources, Retainers, and Status. Buy
coterie Backgrounds with coterie pool dots, just like you would buy an individual character’s
Background. Remember to record major figures on the Relationship Map, just as with
individual Backgrounds. Each member of the coterie can use these coterie Backgrounds as
their own, using the rules on pp. 179-194. However, the Background belongs to the coterie,
not to the individual character. If the coterie splits up, or if a character gets ejected from their
coterie (banished by the Prince, for example), then they cannot take the Background with
them. The Background does not multiply itself – a two-dot coterie Herd still only has the
same number of kine and provides only one Resonance, the same that an individual vampire
with two dots of Herd (••) commands. Like all Backgrounds, coterie Backgrounds remain
vulnerable to in-game events. If a mob of torch-wielding Baptists burns out a coterie Haven,
those dots are gone, just as if they had burned out one player’s Haven – except, in the case
of a coterie Haven, when it goes, nobody has a place to sleep today. Putting all of one’s
eggs in the same basket has its downside.
Types of Coteries
The Kindred like to propagate the myth that they are solitary creatures. This statement is
partially true; like all addicts, they put themselves and their need for blood ahead of any
personal loyalties. A vampire with close friends is a vampire with great weakness. As the
centuries turn love into hate and familiarity breeds contempt, betrayal is almost inevitable,
later if not sooner. What the Damned seldom let on is that they crave meaning and
companionship as deeply as we do, perhaps more deeply. Theirs is an existence on the
edge of a bottomless pit of despair. A lone Kindred falls victim to the Compulsions of the
Beast or is drawn to the flame of self-annihilating depression very easily. Besides
existentialism then, what’s the reason for your crew’s existence? In practice, vampires
associate into as many types of coteries as humans do into their own types of social groups.
Choose a coterie type or invent your own. See the Anarch and Camarilla books for many
more inspirations. If your coterie matches a given type, subtract the listed costs from the
coterie pool. If your pool isn’t large enough to pay for that coterie type, start collecting dot
contributions from the characters. You can increase any listed value with your remaining
coterie pool dots, if any. Consider the possible extras as more places to put spare dots.

Blood Cult
Formally condemned as violations of the Masquerade, blood cults have nevertheless
resurged with the coming of Gehenna. This coterie entices mortal worshippers, feeding them
vitae or just enslaving them. Many blood cults reveal enough supernatural truth (though not
always vampiric lore) to alert the Second Inquisition, adding yet more implacable foes.
■ Domain: Lien (•) and Portillon (••)
■ Herd: (•••)
■ Status Flaw: (•) Suspect
Possible extras: Enemies (••), Haven (cult church or compound), Mask Flaw (••) (on the
Second Inquisition radar), Retainers

CARNIVAL
Carnival coteries move from place to place, bringing the party with them. Where Nomads
celebrate rootlessness, Carnivals strive to make an impression on mortals, Kindred, or both,
depending on the coterie’s style. Some Carnivals appeal to elders by providing deliberately
anachronistic entertainments, recalling Dust Bowl circuses or further back, medieval
troubadours. Others organize raves with cutting-edge music spun by six-figure-a-night DJs.
Not all Carnivals are devoted purely to entertainment and the chance to feed, however. Their
spectacles might include politics and theater or Cainite rites, hidden in plain sight.
Contacts: (•••) (fans in every town)
Fame: (•••) (a wandering spectacle)
Retainers: (•) (daylight help)
Possible Extras: Allies, Herd (fans who follow), Resources

Cerberus
The coterie exists to protect or guard a certain spot or important location, such as a grave, a
portal, or the vault of a priceless relic. Cerberus coteries often become "legacy coteries",
with membership passed down to generations of new vampires.
■ Domain: Chasse (•) and Portillon (•••)
■ Haven: (••)
Possible extras: Adversary, Haunted flaw in Haven, Status (for legacies)
Champions
The coterie exists to fight for a cause, possibly even one that mortals might recognize as
worthy: clean up the neighborhood by devouring drug dealers, for example. Thin-bloods
often begin their unlives as champions. Thicker-blooded champions likely consider
themselves Anarchs or at least Anarch sympathizers, although a clever Prince of the
Camarilla can put even the highest-minded vampires to good use. In the end, even
champions have to make the hard choice between their human charges and their vampiric
urges.
■ Domain: Chasse (•) and Lien (•••)
■ Allies: (•)
■ Enemies: (••)
Possible extras: Adversary, Contacts

Commando
The coterie exists to fight its master’s enemies: the vampiric equivalent of a SWAT or special
operations team. You may even disguise yourself as a squad of the city’s tactical police, as
long as you don’t try to pass as officers in front of a real one.
■ Domain: Chasse (•) and Portillon (••)
■ Mawla: (•••) (whoever tasks you for your missions)
■ Status: (•)
■ Enemies: (••)
Possible extras: Adversary, Haven (base of operations), Mask

CORPORATE
Corporate coteries exist to further the economic and territorial goals of their members. They
use modern business methods, supplemented by the strongarm tactics and psychic
manipulation members can bring to bear as Kindred. Corporate groups are either wracked
with infighting or tightly organized in pursuit of their goals, with little room in between, as their
selfish goals make or break members’ social bonds. In modern nights, Camarilla
traditionalists consider Corporate coteries gauche but useful, since they have the collective
skills and resources to harness contemporary capitalism. Stereotype holds that Ventrue lead
many of these coteries, but while it is true the clan has long functioned inside bourgeois
institutions, the edifice of global capital is too large for any one clan to dominate.
Domain: Chasse (•) and Lien (••)
Influence: (••) (business community)
Resources: (•••) (the portfolio)
Possible Extras: Contacts, Herd (interns)

Day Watch
The coterie guards the undead city from mortals, especially during the day when most
Kindred sleep. Each member must be a thin-blood with the Day Drinker Merit, or the
Storyteller needs to provide them another means of remaining active by day.
■ Domain: Chasse (•) and Portillon (••)
■ Influence: (••)
■ Enemies: (•••)
Possible extras: Allies, Contacts, Haven, Mawla, a shared relic or ritual allowing activity by
day
ENVOYS
This group serves on diplomatic missions, functioning as negotiators and mediators between
disparate parties. Most often, envoy coteries form in the wake of conflicts between warring
factions. When two or more cults come to a compromise, they sometimes task their younger
members with forming such a coterie so shared service and common causes can transcend
old grievances.
• Domain: Chasse (•), Lien (•••)
• Contacts: (•••) (mortals from diverse backgrounds and professions)
• Resources: (••) (pooled cash and assets)
• Status Flaw: (•) Suspect
Possible extras: Mask (cover identities for different domains), No Haven (always on the
move)

FAMILY
The family coterie is one of reliance, connection, and support networks. Vampires within this
coterie may be related in a mortal sense as well as through the Blood, and they likely recruit
mortal members of their extended families to assist them in their plans.
• Domain: Chasse (•), Lien (•), Portillon (•••)
• Ally: (•) (a connected mortal family member)
• Contacts: (••) (family, extended family)
• Resources: (••) (cash and assets on loan from the family)
• Enemies: (••) (one or more mortals who oppose the family business)
Possible extras: Herd (extended family members), Influence (family business), Mawla
(vampire within the same family), Retainers
(a family ghoul), Fame Flaw: Dark Secret (family criminal connections)

Fang Gang
The coterie operates as a criminal gang, or possibly as a crew of burglars or con artists. The
fang gang may disguise itself as part of the city’s organized crime syndicate, or act as the
Prince or Baron’s liaison with them.
■ Domain: Chasse (•), Lien (•), and Portillon (•)
■ Contacts: (•) (fence or other criminal middleman)
■ Enemies: (••)
Possible extras: Haven (clubhouse), Herd (human members/victims of your gang), Influence
(organized crime), Retainers, Status (likely with Anarchs)
FLAGELLANT
Flagellant coteries have a mocking name, given to them by Kindred who may or may not
care about the plight of the kine, but don’t go around being so publicly remorseful, or so
desperate to make amends. Flagellant coteries try to redeem their members for the harm
they visit upon mortals. The coterie sponsors charitable works, and individuals behave as
good Samaritans and occasionally, as vigilantes, hunting down mortals who prey on their
own. Most vampires have few objections to this sort of thing, but that changes when
Flagellants go after other Kindred. The most extreme of these coteries may act as judge,
jury, and executioner over vampires they believe mistreat the kine. Some coteries even
abuse the Blood itself, treating the sick by feeding them vitae. Thus, the Camarilla keeps a
close watch on these “kindly coteries.”
Domain: Chasse (•) and Lien (••)
Allies: (•••) (mortals they’ve helped)
Influence: (•) (local charity)
Adversary: (••) (Flagellants almost always annoy a local Cainite)
Possible Extras: Contacts, Loresheet (Golconda or some other reputed path to salvation),
Retainer (nursed back to health with vitae)

FUGITIVE
These vampires are on the run. The Second Inquisition is after them. The Camarilla
proclaimed a Blood Hunt upon them. Anarchs want to treat them to a stake-and-boot party.
The pursuer may even be a single, potent vampire. Fugitive coteries keep low profiles,
cultivate resources they can take with them or liquidate, and develop contingency plans for
when their pursuers catch up with them. It’s rare for every member of the coterie to be
hunted. Instead, one or two Kindred on the run convince others to go with them due to
bonds of love or camaraderie. In any case, Fugitive coteries survive or perish based on the
bonds of loyalty members hold for one another.
Contacts: (•••) (help on the run)
Mask: (••) (Cobbler; fake IDs available for members)
Resources (••) (cash and a lightproof vehicle)
Retainer (•) (daylight driver)
Special: Fugitive coteries always have one or more Flaws related to whoever or whatever is
pursuing them, such as Adversary, Enemy, or a Flaw such as Known Blankbody
Possible Extras: Allies, Despised, Shunned,
Loresheet (when being hunted because they know too much)

GATEKEEPERS
The gatekeepers coterie utilize their skills in communion with (and potentially control over)
the dead to establish a type of coterie common among the Hecata and other Oblivion users,
providing spiritual aid and counseling to some, spectral assaults and sabotage against
others. They are prestigious users of animated corpses and ghosts as servants.
• Domain: Chasse (••), Lien (•), Portillon (•)
• Contacts: (••) (graverobbers, morticians)
• Resources: (•••) (stolen from the dead)
• Retainers: (•••) (a wraith servant and spy)
• Enemies: (••) (a vampire hunter who recognizes the coterie dealing with the dead)
• Status Flaw: (•) Notorious (dealings with dark entities)
Possible extras: Mawla (accomplished necromancer)
Hunting Party
The coterie specializes in hunting and capturing humans with particular qualities of the
blood. With knowledge of, and tastes for, humors and Resonances spreading among
thin-blood cookers and Toreador gourmands alike, coteries on the make often choose to
become coteries on the prowl for others.
■ Domain: Chasse (•••)
■ Ally: (•)or Mawla: (•) (blood broker)
Possible extras: Herd, Influence (organized crime)

Maréchal
This coterie serves and guards the Prince or Baron, doing their bidding as attendants and
hatchet-men. Their direct access to the ruler means that influential elders attempt to insert
their childer into the coterie – indeed, every member of the coterie may be Primogen get.
Elders left out use every means at their disposal to turn (or break) the coterie to their
advantage.
■ Domain: Chasse (••) and Portillon (••)
■ Status: (•••)
Possible extras: Adversaries, Influence, Mawla (Prince/Baron), Retainers

NEMESES
Formed from the ranks of Kindred who were kept down in life or unlife, nemeses coteries
exist to ruin their enemies and improve the lot of those who suffered like them. Far from
altruistic, most such coteries behave in this way as a form of catharsis, often escalating until
vengeance consumes them and all thoughts of questing for equality are long forgotten.
Domain: Chasse (••), Portillon (•)
Contacts: (••) (downtrodden kine)
Influence: (••) (marginalized mortals)
Enemy: (•) (a mortal who the coterie wishes to ruin)
Status Flaw: (•) (Suspect)
Possible extras: Herd (survivors), Retainers (survivors)

Nomads
The coterie travels from place to place. It might pose as (or actually be) a band, theater
troupe, or other itinerant artists. Indeed, this coterie might perform exclusively for Kindred
audiences at Princely courts, not just second-tier rock clubs in the old factory district.
Alternatively, nomad coteries might be refugees from the Gehenna War or just “kings of the
road.”
■ Domain: None
■ Contacts: (•••) (audience, promoters, travel brokers, etc.)
■ Retainers: (••) (at least one adult to handle daytime travel problems)
■ Status Flaw: (•) Suspect
Possible extras: Herd (fellow travelers)
Plumaire
Birds of a feather flock together, and social coteries like plumaires (“feathered ones”)
exemplify this adage. United by ties of social prominence or simple common enthusiasms,
social coteries appear in Camarilla courts and Anarch alleys alike. Some plumaires unite
under gothic, club, or other countercultures, sharing similar tastes in music and fashion.
■ Domain: Chasse (••) and Lien (••)
■ Contacts: (•••) (fellow members of your subculture)
Possible extras: Adversary or Enemy (rival fashionista), Status (for high society Plumaires)

Questari
The coterie exists to accomplish a great enterprise or objective. Questari coteries often form
of their own volition, pursuing their purpose out of desire rather than by edict. They may
chase a target, hunt a relic, or solve a mystery. They may often need to leave the city.
■ Domain: Chasse (•) and Lien (•••)
■ Contacts: (••)
Possible extras: Haven with Library, Mawla, Resources (research budget)

RECTORATE
Coteries dedicated to the acquisition and management of esoteric knowledge. The title
comes from the term for an ecclesiastical or academic administrator’s Domain. Like a
Questari coterie, a Rectorate is devoted to a specific purpose, but seeking out the subject of
its concern is secondary to organizing and managing it. A Rectorate usually operates from a
secure location where it can safely store items (or people) or interest, perform rituals, and
organize operations over their chosen protectorate. Many traditional Tremere chantries are
coteries of this type, though in modern nights, these are much less common than they used
to be.
Domain: Chasse (••), Portillon (••)
Resources: (••)
Retainers: (•) (daylight guardian of their secrets)
Possible Extras: Contacts, Enemies

Regency
An elder of the Camarilla chose or created the coterie to guard their legacy as they were
Beckoned into the Middle East. They hold the elder’s vote among the Primogen. Anarch
elders who feel the Beckoning likewise facilitate the selection of a steering coterie in their
place, or just appoint one to a watching brief on the Council.
■ Domain: Chasse (••) and Portillon (•••)
■ Mawla: (••) (major-domo or zampolit)
■ Status: (••••) (or ••• for Anarch Regencies)
■ Advantages: Select up to 10 dots shared among Haven, Herd, Influence, Resources,
and/or Retainers
■ Flaws: Select the same amount of dots worth of Flaws as Advantages, above
SABOTEUR
The saboteur coterie is one without an immediate powerbase or roots within their new
domain, but their reach among the kine is likely impressive. They often have the support of a
vampire assigning them to the task of spying, assassination, or political disruption.
• Contacts: (••) (disenfranchised, outsiders, etc.)
• Influence: (•) (surveillance companies)
• Mawla: (••) (the vampire who set them to their task)
• Mask: (•) (cover identities)
• Resources: (••) (liquid cash to assist with their cover story)
• Adversaries: (••) (at least one vampire who would oppose their mission with violence)
Possible extras: Domain (if the coterie is embedded in their current locale), Status Flaw:
Suspect

Sbirri
This coterie disguises itself as one type of coterie, while secretly serving another Prince or
Baron than they feign allegiance to. Their patron hand-picks a group of Kindred, and then
dispatches them to another city or sometimes to a separate faction within the same
metropolis.
■ Mawla: (••) (handler or messenger)
■ Mask: (•)
Possible extras: Adversaries on target city’s Primogen, other Advantages from the coterie’s
supposed cover type

THINK TANK
Consisting of old and more established Kindred, think tank coteries are advisors, strategists,
and researchers for a given cult. Preferably, they are a small group of individuals who are
part of the membership, but leaders sometimes hire think tanks when they are trying to take
their faith to the next level. A think tank can take a small cult and grow it into a powerful
entity through their expertise. They tend to research the best ways to recruit in a particular
city, how to disseminate information, and how to use the local laws to the cult’s advantage.
They have almost unlimited access to the logistical aspects of the church so they can create
new procedures or policies for the benefit of the leadership. Most think tanks are
long-standing allies who have spent years working together, but some come together for a
specific task and dissolve once they complete their goal. Members of think tanks are often
procedural specialists, efficiency experts, former bureaucrats, marketing geniuses, or
experts in a subject critical to a cult’s interests.
• Domain: Chasse (•) and Lien (•••)
• Allies: (•••) (analysts, bureaucrats, soldiers, etc.)
• Haven: (•) (small office as base of operations)
Possible extras: Resources (profits made from selling their services), Retainers (librarians,
scholars)
VANGUARD
Vanguard Coteries are most common among Anarchs, though Camarilla coteries
surrounded by the most hostile political rivals may also belong to this type. “Mastery in one
domain, revolution in many,” is the Vanguard way. These coteries establish a strong Domain
among their enemies, but after securing its borders, check further ambitions in favor of
making their own position as strong as possible. This allows them to be “first among equals”
in any embattled alliance and prevents enemies from crushing them. After that, a Vanguard
engages in a campaign of destabilization against established powers. The point isn’t
conquest, but to make the Vanguard a better alternative to the enemy. The Center’s name is
deliberately ideologically neutral, for broad appeal, but other Vanguards may call themselves
Soviets, Syndicates, Councils and the like. Once entrenched, the Vanguard assumes
decision-making powers over other Kindred, with their ostensible consent, though naturally,
this springs from realpolitik more often that a shared ideology.
Domain: Chasse (••), Portillon (•••)
Status: (•) (Anarch, usually)
Enemies: (•) (reactionaries and bootlickers!)
Possible Extras: Adversary, Mawla

Vehme
Named for (and possibly descended from) the vigilante secret society in medieval Germany,
Primogen task this coterie to protect the Masquerade at all costs. The Vehme has the
authority to arrest and subdue violators, if need be, to bring them before the Prince and
Primogen.
■ Domain: Chasse (•)
■ Influence: (•••) (especially in police and media)
■ Status: (•••)
Possible extras: Adversaries, Mawla (on Primogen or Anarch Councils)

Watchmen
The coterie patrols the city and protects it from intruders, especially Anarchs and
werewolves. Camarilla coteries established in border cities to repel Sabbat influence or to
colonize newly won territory also count as Watchmen. Anarch cities call their Watchmen
(who also guard against reactionaries and Camarilla infiltrators) the Committee of Public
Safety, the Cheka, or the Eyes of the People.
■ Domain: Chasse (•), Lien (••) and Portillon (•)
■ Status: (••) (Camarilla)
Possible extras: Contacts, Retainers
Clan Coterie Merits

●● CALL TO PURPOSE: (Banu Haqim)


Once per session, the Banu Haqim motivates a coterie-mate they can see with a rousing
statement reminding her of her Convictions or even an intense stare that calls her to action.
The coterie-mate gains the effects of a Willpower point that must be used immediately, such
as to reroll three dice or to briefly master a frenzy. This “Willpower point” isn’t taken from the
Banu Haqim, and must be given to a coterie-mate (the Banu Haqim cannot use it on
themselves.) See Vampire: The Masquerade, p. 158, for more information on using
Willpower.

● BOOT AND RALLY: (Brujah)


Once per session, the Brujah can allow a coterie mate to reroll all regular dice on a failed
physical test.

●●● PACK TACTICS: (Gangrel)


Any coterie mate attacking the same target as you adds +1 to any Brawl or Melee attacks
against the target (does not stack for multiple gangrel with this merit).

●● ARS MORIENDI: (Hecata)


Once per session, the Hecata may change the apparent circumstances of death of a corpse
killed by a coterie member.

●● AT ANY COST: (Lasombra)


Once per session, a coterie mate may turn any test into a messy critical with +2 successes.

●●● EVERYTHING IS CONNECTED: (Malkavian)


Once per session, the Malkavian has the ability to let another member of their coterie
substitute one Skill pool for another of their choice (that they possess) in a test involving the
gathering of information. The Oracle is then able to interpret the results, gaining the same
information as the original pool would have yielded, depending on the margin of success as
usual.

● DISCERNING: (Ministry)
Once per session, you may discover something superficial an NPC wants so long as a
coterie mate has interacted with them that session.

●● CONTEXTUAL CONTACT: (Nosferatu)


Once per session, a coterie mate may add the highest single Contacts rating (not expended
by this merit) of any member to a test to recover information. The Contact is somehow
involved in this, even if outside their focus and can only be used once per story.

●●● CRYPTOLECT: (Ravnos)


The coterie has a secret language that only functions face to face.

● ALL ACCESS: (Toreador)


Once per session, the coterie can procure an invitation to a mortal facility or event. This does
not circumvent electronic or mystical security measures.
●● MULTI-LEVEL LOREKEEPING: (Tremere)
Once per session, a member of your coterie can access one dot of a coterie mates
Loresheet.

●● OLD WORLD HOSPITALITY: (Tzimisce)


Any coterie members who stayed at your haven restore an additional superficial Willpower
damage.

●● KINDRED LEGACIES: (Ventrue)


Once per session, members of your coterie may ask for a piece of relevant information about
the history of a kindred they have come into contact with.

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