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Detect Evil and NPCs

DocDoc Registered User, ClubPA regular
edited October 2006 in Critical Failures
Basically, how evil does someone have to be before they show up when someone detects evil? That is, let's say I have a corrupt politician. Sure, he'll take bribes to let people out of jail, but he's not about to kill someone or molest a kid or anything. What about a woman NPC who killed her husband and his mistress in a fit of rage?

I've not considered these people "evil enough." How do you implement it in your groups?

Doc on
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  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator Mod Emeritus
    edited October 2006
    What is his alignment?

    Frequently I'll make it so that the spell reveals measures of alignment. As in, chaotic evil always shows up, but if the spell is not particularly strong or well-cast, it may not reveal neutral or lawful evil.

    Rankenphile on
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  • KarilmatKarilmat Registered User regular
    edited October 2006
    Good question, I've wondered about this myself in the past.

    Here's what I've done. While the person may not themselves be evil, their action can be considered evil. Therefore, the person who performs the act will not detect as evil themselves, but will have an evil "residue" on them for a length of time that corresponds with how evil the action was. There are some rules under Detect Magic about "lingering aura"; I use that as a guide.

    Hope this helps!

    Karilmat on
  • DocDoc Registered User, ClubPA regular
    edited October 2006
    What is his alignment?

    Frequently I'll make it so that the spell reveals measures of alignment. As in, chaotic evil always shows up, but if the spell is not particularly strong or well-cast, it may not reveal neutral or lawful evil.

    Well, the player doing it is a Paladin, so he can do it at will. Which means I have to be more careful as a DM in terms of which characters in the plot I expose him to.

    Doc on
  • KarilmatKarilmat Registered User regular
    edited October 2006
    Doc wrote:
    What is his alignment?

    Frequently I'll make it so that the spell reveals measures of alignment. As in, chaotic evil always shows up, but if the spell is not particularly strong or well-cast, it may not reveal neutral or lawful evil.

    Well, the player doing it is a Paladin, so he can do it at will. Which means I have to be more careful as a DM in terms of which characters in the plot I expose him to.

    There are lots of ways around Detect Evil (Ring of Mind Shielding, Misdirection, etc.). Remember that Detect Evil only shows if someone is Evil; it cannot see the difference between Good, Neutral or blocked using one of the above methods.

    Karilmat on
  • Aroused BullAroused Bull Registered User regular
    edited October 2006
    I have it that people will only read as evil if they are actively engaged in malicious thought.

    Aroused Bull on
  • NerissaNerissa Registered User regular
    edited October 2006
    IMO, the woman who killed her husband out of rage is not evil JUST because of that one act. Now, if she consorts with demons as well, or if it had been premeditated to get some sort of compensation, that's a different story. With the politician in your example, it's a matter of degrees. Who is he letting out of jail? If he's ok with taking bribes for petty thieves, but draws the line at mass murderers (or the equivalent), then he's probably not evil. If he draws no line whatsoever, then he's more likely to be evil, but may simply be chaotic.

    However, I can see Karilmat's point as well... Detect Evil should detect evil acts, even if performed by otherwise non-evil (maybe neutral) people.

    Nerissa on
  • PiptheFairPiptheFair Frequently not in boats. Registered User regular
    edited October 2006
    The way my group has always done it is by allignment.

    PiptheFair on
  • INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited October 2006
    I'd just disallow it on account of "A shadow figure approaches the party..." "I detect evil." "He's evil." "I attack!"

    INeedNoSalt on
  • DocDoc Registered User, ClubPA regular
    edited October 2006
    I'd just disallow it on account of "A shadow figure approaches the party..." "I detect evil." "He's evil." "I attack!"

    Well, the guy that's kinda-sorta-evil but not really evil is a local lord. So they'd have to do more than say "but he was evil!" To get out of a hanging afterwards.

    Doc on
  • KarilmatKarilmat Registered User regular
    edited October 2006
    I'd just disallow it on account of "A shadow figure approaches the party..." "I detect evil." "He's evil." "I attack!"

    Being evil isn't grounds for execution. Killing someone in cold blood who isn't doing anything wrong, evil alignment or not, will de-paladinize that character, or at the very least get them arrested; after all, that's pretty much murder, which is unlawful.

    Just give your evil characters Rings of Mind Shielding. I would think "evil" sorts probably don't want to be detected, mind-read, etc., and for 8k it's a bargain.

    For a campaign that I'm starting, I've decided to replace Detect Evil with Detect Undead for paladins. I think it's silly that paladins only are able to detect evil when they're also supposed to be paragons of law, but don't get Detect Chaos.

    Karilmat on
  • JoeslopJoeslop Registered User regular
    edited October 2006
    How I always thought when I played my Half-Orc Paladin; doesn't matter if I detect them as evil, I am still a law abiding citizen and must act accordingly. If the local lord is obviously evil due to my Evil Radar, that means I should look into finding out why, not just charging and whanging him in the head with my flail.

    Joeslop on
  • WeZilWeZil Registered User regular
    edited October 2006
    Remember, being Lawful, Neutral or even Chaotic Evil doesn't necessarily mean that somebody is a murderer, torturer or rapist... Or hell, anything close. Those are simply th eextreme ends of Evil. It's very likely that most of the world's Evil People are simply selfish and greedy jerks or loud mouthed biggots in the Peasent Class.

    I like to make "Detect Evil" not quite as reliable as they would want. It is, after all, a level one spell. it can be a fantastic lead, but it shouldn't be an End All decider of ANYTHING at all. That being said, all people with an evil alignment, wether they're simply corrupt politicians, greedy jerks or terrible murderers, shine the same shine. They still have to go about figuring out HOW they're evil before they act on it.

    However, creatures with Evil Auras (such as Clerics of Evil Gods), are blindingly bright when Detect Evil is cast around them.

    EDIT:
    Doc wrote:
    I'd just disallow it on account of "A shadow figure approaches the party..." "I detect evil." "He's evil." "I attack!"

    Well, the guy that's kinda-sorta-evil but not really evil is a local lord. So they'd have to do more than say "but he was evil!" To get out of a hanging afterwards.

    Exactly. Tons of people are Evil, but I wouldn't say evil enough to warrent an out-and-out instant execution based souly off of a Level 1 spell. Not under any circumstance.

    WeZil on
  • Aroused BullAroused Bull Registered User regular
    edited October 2006
    Karilmat wrote:
    Just give your evil characters Rings of Mind Shielding. I would think "evil" sorts probably don't want to be detected, mind-read, etc., and for 8k it's a bargain.
    You can't give every evil character in the campaign an 8000 gp Ring of Mind Shielding. If you don't want your evil characters to detect as evil, just change the rules. For example, only 'monsters' and not intelligent, non-supernatural creatures might detect as evil.
    If the campaign's already begun and you can't change the rules, then's a time to have the evil character employ magical safeguards, but if the campaign's not too long running you should have a little wiggle room to set the detection rules to your liking.

    Aroused Bull on
  • DisruptorX2DisruptorX2 Registered User regular
    edited October 2006
    When I DM'd, Detect Evil, Protection from Evil, and all alignment related spells only work on outsiders, elementals, and the like.

    I'm not a huge fan of alignment though, and only use it as a hidden modifier, and I never had the PCs choose an alignment.

    Normal people don't just go "hey, I feel like being evil". Nobody fights for "evil".

    DisruptorX2 on
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  • piLpiL Registered User regular
    edited October 2006
    A twist that I find interesting is when you have the detectable evil some grand force, and anyone touched by that force is what glows evil. Like shadowlands taint in L5R. Or, if there was a Phantasy Star RPG, Dark Falz. But that doesn't really match the DnD style I guess, but it alleviates a lot of problems.

    piL on
  • GoumindongGoumindong Registered User regular
    edited October 2006
    Doc wrote:
    Basically, how evil does someone have to be before they show up when someone detects evil? That is, let's say I have a corrupt politician. Sure, he'll take bribes to let people out of jail, but he's not about to kill someone or molest a kid or anything. What about a woman NPC who killed her husband and his mistress in a fit of rage?

    I've not considered these people "evil enough." How do you implement it in your groups?

    The best way to make it work is to make a LOT of people evil. I mean, the innkeeper who bilks his customers every once and a while might be evil, if the Paladin goes and pops the heads of everyone who is evil he will have a lot of trouble on his hands.

    That or very rare, make an evil allignment be pretty evil.

    Goumindong on
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  • TomantaTomanta Registered User regular
    edited October 2006
    My DM is currently using a house rule that says, except for notable exceptions [paladins, clerics, demon-worshippers...] , you can't detect Good/Evil on the average NPC (<10 HD has no aura, 11-25 is a faint aura, etc). Other spells (such as protection from evil) do work off of alignment.

    Tomanta on
  • Gabriel_PittGabriel_Pitt Stepped in it Registered User regular
    edited October 2006
    If you define evil as being strictly the bad guy, then detect evil can be a problem. I've always simply used a broader application of it. For example, a local benefactor of the PCs was Lawful Evil. His duchy wasn't a bad place to live, but the man had absolutely no mercy is his soul, and although he didn't advertise the fact, he enjoyed it when events would give him a reason to send out a brute squad, or even lead it himself. If you deal with intensity of auras, then his evil would be pretty 'light,' but I've managed to red herring PCs when they fixated on the 'he's got evil, he must be the bad.'

    I would never let a PC get away with, 'my magic power said he was evil, so why was it wrong to kill him?' If it happened, as the guards tossed them in the dungeon I'd have the captain say, "While at home, that evil fellow you killed was a relentless tyrant with a decided taste for child abuse and marital rape, in public he was a pillar of the community, and had many powerful friends. Good luck avoiding the noose."

    Then again, I make sure that people understand the way I interpret alignment. Also, if there are ways to interpret the antagonists that won't leave them radiating evil, go for it. Just because two kingdoms are good, doesn't mean they will never go to war, and just because they are spies and assassins at work, doesn't mean they have to be evil.

    Gabriel_Pitt on
  • GoumindongGoumindong Registered User regular
    edited October 2006
    Doc wrote:
    I'd just disallow it on account of "A shadow figure approaches the party..." "I detect evil." "He's evil." "I attack!"

    Well, the guy that's kinda-sorta-evil but not really evil is a local lord. So they'd have to do more than say "but he was evil!" To get out of a hanging afterwards.

    Why not just have the guy kill the paladin in combat?

    Goumindong on
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  • InxInx Registered User regular
    edited October 2006
    The way I've always worked it and that its been worked in games I've played is this:

    Anyone of evil alignment shows up. Now, depending on how many HD that person has will determine the size of the evil aura, and how the paladin reacts - particularly powerful auras can stun a paladin for a certain time.

    What makes someone evil? *shrug* thats up to the DM. Personally, I go by alignment shifts. If the person was, say, lawful neutral before killing their wife in a fit of rage, then perhaps they might shift to chaotic or true neutral. From there, they act, albeit tentatively at first, as their new alignment. Then, if they break their alignment again (for good OR ill), it would shift a step or two.

    Paladins who attack someone just because theyre evil deserve to be punished in some way by the DM. Goumindong, I think killing a character should be a last resort, or a punishment for something PARTICULARLY stupid (backtalking a dragon comes to mind). Perhaps if the paladin simply lost his powers for attacking in cold blood, or was thrown in jail/banished from the region. OR if the paladin just got his monkey ass handed to him.



    Paladins are best played by people who can understand that evil can be allowed to live. Most people I play with, when they play paladins, won't pull the "STOP VILLAIN!" thing until they actually witness an evil deed.

    Inx on
  • MegaMan001MegaMan001 CRNA Rochester, MNRegistered User regular
    edited October 2006
    This for the longest time was a measure of argument with me and my GM. I am of the opinion that while someone has an alignment, that alignment surely does not dictate every action. There is nothing to say that a chaotic evil marauder doesn't have some sense of kindness towards his own family or war party. Similarly, there is nothing saying that the kind hearted old man of the village hasn't in the past beat the snot out of someone for little or no reason.

    Simply put, the alignment doesn't necessarily always dictate the character. I am of the opinion that the alignment is the 'guide' but not the absolute rule.

    So me and my GM have gone back and forth on things like Detect Evil, those weapon enchants that do more damage against certain people, and most of all the Force powers in D20 Star Wars.

    In fact, it was D20 Star Wars where we got our answer. In that game, certain abilities garner you Dark Side Points, regardless of how they are used. For example, Force Choke is a Dark Side ability - regardless of how you ended up applying it. It doesn't matter if you used Force Choke to kill someone attempting to slaughter a bus full of innocents - you still used the power. Me and the GM debated this a very long time before we decided while in real life such gray areas are allowable, in the game, they are not.

    Certainly, the D20 system (DnD, Star Wars, or otherwise) is not the place for philosophy on the rights or wrongs of the human condition. That should be reserved for out and out roleplaying.

    So that's how I think you have to rule. If they have an evil alignment, it's picked up by Detect Evil. Likewise, you use a Dark Side ability - you get the Dark Side point. In these games, Good and Evil are very clearly defined. You're one one side, the other, or in the middle - there are no gray areas of morality when it comes to spell mechanics or abilities.

    MegaMan001 on
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  • Gabriel_PittGabriel_Pitt Stepped in it Registered User regular
    edited October 2006
    MegaMan001 wrote:
    Simply put, the alignment doesn't necessarily always dictate the character. I am of the opinion that the alignment is the 'guide' but not the absolute rule.
    I'm pretty sure that's what it says about alignment in the D&D players handbook. Alignment is not supposed to be a straightjacket, it's supposed to be a description of the PC's trend in behavior. Unless of a truely epic scale, no single act should immediatly make someone's alignment jump to a different setting.

    Also, for NPCs, if 'He's evil, he must be the badguy, let's kill him,' is occuring too often, try and find ways to not have them be evil.

    1: He's neutral. The good kingdom has waged a successful against local orcs, and are pushing them towards annhilation - neutral characters are siding with the orcs due to the fact the good guys are now being bad.

    The NPC is a dupe: the villain is threatening to eat his kids, or something. He's a good guy, but he's being forced into taking bad actions.

    Gabriel_Pitt on
  • DisruptorX2DisruptorX2 Registered User regular
    edited October 2006
    This has been mentioned a bit earlier, but a paladin is not merely good, he is lawful good. This means he may only slay an evil lawbreaker who has been proven as such, not just an evil npc. Vigilantes are chaotic good, or possibly lawful neutral, but never lawful good.

    There are two alignment axis, and a paladin has to follow both.

    DisruptorX2 on
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  • mccmcc glitch Registered User, ClubPA regular
    edited October 2006
    Maybe you could, just for your own sanity, introduce a plot point that for some reason his evil detector starts malfunctioning? Like maybe he Detects Evil on hitler, and it overloads his evil detector and after that it never quite works right. Then you could make it where whenever detect evil is cast on someone who isn't overtly evil, you get an indeterminate reading, like "chocolate" or "bastard" or "thinks of himself as a really nice guy" or "ANSWER HAZY; TRY AGAIN"

    mcc on
  • LardalishLardalish Registered User regular
    edited October 2006
    Karilmat wrote:
    Good question, I've wondered about this myself in the past.

    Here's what I've done. While the person may not themselves be evil, their action can be considered evil. Therefore, the person who performs the act will not detect as evil themselves, but will have an evil "residue" on them for a length of time that corresponds with how evil the action was. There are some rules under Detect Magic about "lingering aura"; I use that as a guide.

    Hope this helps!

    I like this, even though the DM I play with most absolutely hates paladins I might try to get him to use this for detect evil whenever we play.

    Lardalish on
  • DocDoc Registered User, ClubPA regular
    edited October 2006
    Lardalish wrote:
    I like this, even though the DM I play with most absolutely hates paladins I might try to get him to use this for detect evil whenever we play.

    I find it hard to see why a DM would hate paladins. They are often the group member who keeps everyone else from getting off track.

    Doc on
  • NerissaNerissa Registered User regular
    edited October 2006
    Doc wrote:
    Lardalish wrote:
    I like this, even though the DM I play with most absolutely hates paladins I might try to get him to use this for detect evil whenever we play.

    I find it hard to see why a DM would hate paladins. They are often the group member who keeps everyone else from getting off track.
    Unless they're the group member who keeps getting OFF track.

    Nerissa on
  • LardalishLardalish Registered User regular
    edited October 2006
    Doc wrote:
    Lardalish wrote:
    I like this, even though the DM I play with most absolutely hates paladins I might try to get him to use this for detect evil whenever we play.

    I find it hard to see why a DM would hate paladins. They are often the group member who keeps everyone else from getting off track.

    Ive never played a paladin and never really had an urge to do so, so I dont really know the rules and all behind them. But the DM says he hates them because the class itself controlls the party. Somethin about not being able to be a paladin if he groups with people that perform evil actions, even if its like a one time thing.

    Lardalish on
  • DocDoc Registered User, ClubPA regular
    edited October 2006
    Lardalish wrote:
    Doc wrote:
    Lardalish wrote:
    I like this, even though the DM I play with most absolutely hates paladins I might try to get him to use this for detect evil whenever we play.

    I find it hard to see why a DM would hate paladins. They are often the group member who keeps everyone else from getting off track.

    Ive never played a paladin and never really had an urge to do so, so I dont really know the rules and all behind them. But the DM says he hates them because the class itself controlls the party. Somethin about not being able to be a paladin if he groups with people that perform evil actions, even if its like a one time thing.

    To a Paladin, the end doesn't justify the means, which is kind of unique to the available classes. I like them because they are a strong roleplay class.

    Doc on
  • MegaMan001MegaMan001 CRNA Rochester, MNRegistered User regular
    edited October 2006
    Perhaps that's why I don't like paladins much either. I prefer to play Chaotic Good. People who have their heart in the right place, but aren't afraid to get their hands dirty to get it done.

    I really want to model a character around the intricacies of Allen Shore from Boston Legal to be perfectly honest.

    MegaMan001 on
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  • DeVryGuyDeVryGuy Registered User regular
    edited October 2006
    Related: Is it possible to run a party with both a Paladin and a Evil Character?

    The Paladin code or whatever expressly says that they will not knowlingly associate with an evil character, and unless you have a special ability, the evil guy would have to eventually get caught in the Detect Evil radius.

    DeVryGuy on
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  • piLpiL Registered User regular
    edited October 2006
    Nerissa wrote:
    Doc wrote:
    Lardalish wrote:
    I like this, even though the DM I play with most absolutely hates paladins I might try to get him to use this for detect evil whenever we play.

    I find it hard to see why a DM would hate paladins. They are often the group member who keeps everyone else from getting off track.
    Unless they're the group member who keeps getting OFF track.

    We had a guy that always played a paladin, and always tried to go batshit crazy so he could play a Blackguard. Except he'd do it like...session two or three, so we'd just all kill him. Instead of waiting to do it agian in secret, he'd roll up a new character, and would do it again.

    piL on
  • Gabriel_PittGabriel_Pitt Stepped in it Registered User regular
    edited October 2006
    The problem that most often arises with Paladins is when either the player plays them as, or the GM forces them to be Lawful Stupid. The specific line in the PHB is that they, 'cannot abide evil acts by their compaions.' So they can adventure with evil aligned characters just find, but they will probably regard those PCs with a great deal of suspicion, and naturally probably cause a scene if they do anything clearly 'evil' in front of them.

    One of the more interesting Paladin orders I've seen included both Lawful Good, and Evil to represent both philosophical extremes of it's doctrines.

    Gabriel_Pitt on
  • NerissaNerissa Registered User regular
    edited October 2006
    DeVryGuy wrote:
    Related: Is it possible to run a party with both a Paladin and a Evil Character?

    The Paladin code or whatever expressly says that they will not knowlingly associate with an evil character, and unless you have a special ability, the evil guy would have to eventually get caught in the Detect Evil radius.
    I don't know about expressly evil characters, but it's a royal pain to have a paladin in a party with... umm... pragmatic characters.

    One game I played in I was a priestess of the god(dess) of thieves in the local pantheon. We also had an actual thief in the party along with a paladin wannabe (dm rule -- in this world you don't start out as a paladin, you start out as a fighter striving for paladinhood and once you do enough good, the god chooses you to give powers to). Our fourth was a mage-type, which was problematic in itself due to it being a low magic world where he could have been burned as a demon in any of the villages we went through if they had known what he could do. (For that matter, the same applied to me.)

    The thief and I did a good bit of sneaking around behind Mr. Goody-two-shoes' back, finishing off fights what we couldn't finish with him around, looting corpses, etc.

    I'm discouraging paladins in the game I'm starting right now for a similar reason. My party is predominantly thieves (rogues), and having a paladin around would be pretty inconvenient for most of their adventures. I can see where some DMs might not care for them -- it does limit your adventuring potential a bit, because you haven't got a chance of your group taking morally ambiguous, let alone selfish, challenges.

    Nerissa on
  • Gabriel_PittGabriel_Pitt Stepped in it Registered User regular
    edited October 2006
    Says who? And what would the problem be with looting corpses, unless the paladin has a specifically stated position against 'spoils of battle.' What was up with that whole 'sneaking around to finish fights?' Why couldn't you finish them beforehand?

    Gabriel_Pitt on
  • DisruptorX2DisruptorX2 Registered User regular
    edited October 2006
    I would kind of see a paladin rather like a knight. While he himself would never stoop to using a bow, or attacking at night, or from behind, I doubt he would prevent his allies from doing so. Looting corpses might be below him, but it isn't really an evil action, he probably wouldn't have anything against his comrades doing it.

    Now, desecration, thievery, and other more obvious unlawful or evil actions he would have a problem with his companions doing.

    DisruptorX2 on
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  • NerissaNerissa Registered User regular
    edited October 2006
    Says who? And what would the problem be with looting corpses, unless the paladin has a specifically stated position against 'spoils of battle.' What was up with that whole 'sneaking around to finish fights?' Why couldn't you finish them beforehand?
    It was a while ago, I'm trying to remember the details. I believe the corpse looting had something to do with honorable enemies or some such... it was his personal code of honor. He didn't mind so much with monsters and true villians, but these were people he felt had been merely misled or something. And the finishing fights was, IIRC, something like we had the guy defeated and captured -- WE were convinced that letting him live would be detrimental to our future health & welfare, but HE decided that killing a helpless enemy was dishonorable and that we needed to let him go after extracting a (worthless) promise to not come back with reinforcements or some such. Oh, and torture, of course, is right out.

    Nerissa on
  • ChincymcchillaChincymcchilla Registered User regular
    edited October 2006
    The Paladin code or whatever expressly says that they will not knowlingly associate with an evil character, and unless you have a special ability, the evil guy would have to eventually get caught in the Detect Evil radius.

    This is the exact reason I hate paladins and usually do not allow them in my games. Nearly all classes have some drawback, but in EVERY OTHER CASE the drawback applies to the person playing the character. With the paladin, it restricts nearly everything the party does because of how the RAW is read. That said, I encourage the use of knights (from PHB II) as a replacement, and have found it to work well.

    Chincymcchilla on
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  • DisruptorX2DisruptorX2 Registered User regular
    edited October 2006
    Well, maybe the party should actually try to be the good guys, instead of a bunch of no good rogues? :wink:

    DisruptorX2 on
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  • Just_Bri_ThanksJust_Bri_Thanks Seething with rage from a handbasket.Registered User, ClubPA regular
    edited October 2006
    Before continuing this topic, please refresh your memories on exactly what Detect Evil does.

    Paladins may be able to detect Evil at will, but that doesn't mean that you will have the situation described above where they will instantly know if a person they happen across is Evil.

    Just_Bri_Thanks on
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