Blaster Ballet

The Tommycat Five

In truth, the combat techniques displayed by the Tommycat Five during their gang-wars on Kronos predated them, but they compiled those techniques and made them famous. Thus, anyone who studied the style knows the names and legends of the Tommycat Five, and many seek to study under them or their students. Most were in their 20s during their rise to power. Today, they are in their 60s.

  • Tommy Toranaga: The leader of the Tommycat Five, he was an unimposing and unimpressive “tomcat” male Asrathi who used his gleaming smile and personal magnetism to draw the Tommycat Five together, and then his keen, strategic mind to lead them to victory in battle after battle. His current whereabouts are unknown.
  • Chance Corleoni: Like his sister, Chance was an Asrathi “witchcat” by birth, marked so by his white fur. He believed strongly in the Asrathi Pride movement, and acted as the conscience of the Tommycat Five. When the Empire rose up, he fought to defend an Asrathi ghetto from destruction, and was killed.
  • Cheri Corleoni: Chance’s sister, Cheri is an Asrathi “witchcat” by birth, her svelte figure swathed in inky black fur. After an on-again-off-again romance with Tommy, she left the Tommycat five and began to work in show business, teaching holo-vid actors some of the acrobatics of Tommycat Five and acting as a consultant. When the Empire rose to power, she was arrested without resistance, after the death of her brother, and she remains in prison to this day, where she enjoys a great deal of protection and influence among criminals and students who owe much to her and the Tommycat Five.
  • Aslan Asante: the rivalry between Chance and Aslan is well-documented in the holovids about the Tommycat Five, especially their disagreement over the Asrathi Pride movement, with Chance for and the disdainful Aslan skeptical. After Chance’s death, though, Aslan had a change of heart and took up Chance’s crusade. The golden-furred Jagarathi remains at large, supporting “liberation” cells of Asrathi “freedom fighters” with his knowledge and influence. The Empire has classed him as a terrorist and he is among their most wanted.
  • Binder Caul: Not every member of the Tommycat Five was Asrathi. Binder was human, a boy who joined the Tommycat Five early, seeking their protection, and then using his skills to protect the human elements of Kronos during the gang-wars. When the Empire rose up, he betrayed Tommy and the Tommycat Five to join the Empire. He provided his insights to Imperial security, which led directly to the death of Chance. The youngest of the Tommycat Five, he remains in service of Imperial Security, but his unorthodox tactics, close associations with the underworld and his corruption has made him quite a few enemies in the Imperial Bureacuracy, some of whom suspect he retains sympathies to his old comrades.

Alternate Names: Tommy-Catting, Kronos-style Combat, Undercity Noir

During the tumultuous times of robotic rebellion and the Slaver Wars near the waning days of the Galactic Federation, a crime wave swept the galactic core. One of the gangs, an Asrathi gang called the Tommycats, made their name on Kronos, an ancient, urban world still largely dominated by aliens. They won several gangland wars by combining their natural speed and agility with a flamboyant approach to blaster combat. When footage of their battles were caught on holovid by local media, it seized the public’s attention. That the Tommycats acted more like a vigilantes and protection for local alien ghettos than a brutal force of criminal corruption only added to their mystique, and many a street urchin with dreams of grandeur began to ape their combat style, or seek out anyone who claimed to have trained with them, in hopes of achieving some of their fame or success. Action holo-vids began to depict Asrathi gangsters or heroic criminals using the flashier elements of the highly kinetic style, and soon it became a fixture of Federation culture.

A generation later, when the Empire seized control of the Galactic Center, they cracked down hard on crime. The Tommycats very much represented the sort of dangerous, alien subversion that the Empire sought to villify. Their gang and its heirs were rounded up or dispersed. However, the tradition lives on, having already taken root in galactic culture, and it has spread into the edges of the galactic core, especially the Hydrus constellation or the Asrathi-dominated Spindel Web. While strongly associated with Asrathi, humans and other aliens, especially the highly physical Ranathim, have taken a shine to it. And while it’s strongly associated with criminals, security agents who want to perfect their marksmanship on the run often study a slightly more sanitized version of it, or pick it up from the streets while undercover.

Blaster Ballet mixes parkour and urban pursuit tactics with blaster marksmanship. It operates off of the theory that a motionless blast-slinger is a dead blast-slinger. Practioners remain in constant motion, moving from cover to cover and making dramatic gambits such as diving over cover while shooting at those behind it, or tumbling out of cover while firing and tumbling back into it. It favors single-handed weapons exclusively and always uses a single-handed, outstretched grip, similar (but not as exaggerated) to Coda Resolute. While it uses sighted attacks, Blaster Ballet practitioners are famous for dual-wielding guns. Precisely how they manage to sight down both blasters is unknown, but they seem quite adept at it.
A body of legend and lore has grown up around the style. Many practitioners can name “the Tommy-Cat five” and from which one their particular style descends. While no longer (perhaps never) the exclusive domain of the Asrathi, the galaxy has come to associate the style with them. Those who learn it often go out of their way to offer respect to Asrathi they meet, or hold them or their traditions in very high regard. The rest of the galaxy, especially the Empire, look at Blaster Ballet practitioners with a wary eye, generally associating them, even those Security Agents who practice it, with the criminal underworld.

Blaster Ballet is a worked example, with some minor variations, of Double Trouble from GURPS Gun-Fu page 31.

Blaster Ballet Traits

Advantages:

Higher Purpose (Run’n’Gun) [5]: The character gains a +1 to all Attack rolls with ranged weapons or Chase rolls during a chase; they also have a +1 to attack rolls made during a Move and Attack with a ranged weapon. However, the character should not remain still while he has the option to attack, and should seek to redress injustices.

Trained by a Master (Evasion -50%) [15 or 5]: See GURPS Action 3: Furious Fists page 14; specifically, you may ignore the -2 to Move And Attack rolls; this includes the -2 to the attack roll and the -2 to the Acrobatics roll, or the Chase roll during a chase; you may make use of Acrobatics Galore and Chambara acrobatic defenses as though you were Trained by a Master, you may learn Light Walk, Lizard Climb, and Flying Leap without first learning Power-Blow; you can justify the purchase of additional “cinematic” traits that would improve your mobility, such as Arm ST, Basic Move, Catfall, DR (Falling Damage only -60%), multiple levels of Enhanced Dodge, Enhanced Move (Ground) 0.5 or 1, Lifting ST (pull-ups only -80%), or any other trait that the GM will allow someone with “cinematic levels of mobility” to gain. Trained by a Master (Evasion) has sufficient crossover with Gunslinger that if the character has both, reduce the cost of Trained by a Master (Evasion) to 5 points.

Perks

Akimbo: See GURPS Gun-Fu page 17.

Graceful Leaper: You needn’t roll Flying Leap so long as you only jump twice your normal distance and you gain no bonus to damage. Alternatively, if you do not have Trained by a Master or Weapon Master, you may still learn Flying Leap, but only if you use it to jump twice your normal distance and you gain no bonus to damage.

Gun Schtick: See GURPS Gun-Fu page 19

Off-Hand Weapon Training: See GURPS Gun-Fu page 17

Pants Positive Safety: See GURPS Gun-Fu page 21

Quick Reload: See GURPS Gun-Fu page 21

Rite of Luck: The character must specialize by Rite type. The character must adhere to a Vow, Code of Honor or Discipline of Faith worth at least -10 points; if so, the character may perform a ritual that takes 1 minute and requires a successful Occultism or Religious Ritual roll. If successful, over the next hour, the character may claim a single +1 bonus to one roll associated with whatever the particular ritual assists with; they may apply this bonus after they make a roll! The character may only use any Rite of Luck once per day, whether or not they actually apply the +1 bonus during the hour it is in effect. The scope of a Rite is typically the same scope as a Higher Purpose.

Sure-Footed: See GURPS Gun-Fu page 22

Techniques

Acrobatic Attack
Hard
Prerequisite: Acrobatics, a Shooting Skill.
Default: Shooting Skill-2; cannot exceed Shooting Skill-2.

You may make an acrobatic Move and Attack without suffering the -2 to your Acrobatics roll or attack roll with a ranged weapon. You still suffer the normal penalties for move-and-attack rolls with a ranged weapon (use Close-Quarters Combat to remove that).

This technique is redundant with Gunslinger or Trained by a Master (Evasion).

Acrobatic Stand
Average
Prerequisite: Acrobatics
Default: Acrobatics-6; cannot exceed Acrobatics.

This lets you buy off the -6 for an Acrobatic Stand. See GURPS Action 2: Exploits p. 37, or GURPS Action 3: Furious Fists p. 16, or GURPS Martial Arts page 65.

This technique penalty is halved with Trained by a Master (Evasion).

Close-Quarters Combat
Average
Prerequisite: any Shooting Skill.
Default: prerequisite skill; cannot exceed prerequisite skill+4.

See GURPS Gun-Fu page 26. This technique is redundant if the character has Gunslinger or Trained by a Master (Evasion).

Dive n’ Roll
Hard
Prerequisite: Acrobatics
Default: Acrobatics-4; cannot exceed prerequisite skill.

This lets you buy off the -4 for Diving (see Exploits p. 19); See also GURPS Action 3: Furious Fists page 16. This technique penalty is halved with Trained by a Master (Evasion).

Dual-Weapon Attack
Hard
Prerequisite: any Shooting Skill.
Default: prerequisite skill-4; cannot exceed prerequisite skill.

See GURPS Gun-Fu page 27.

Fast-Firing
Hard
Prerequisite: any Shooting Skill.
Default: prerequisite skill-4; cannot exceed prerequisite skill.

See GURPS Gun-Fu page 27. The default is reduced to -2 for characters with Gunslinger.

Quick-Shot
Average
Prerequisite: any Shooting Skill.
Default: prerequisite skill-6; cannot exceed prerequisite skill.

See GURPS Gun-Fu page 29. Use this technique when choosing your Total Number of Targets (see Simplified Rapid Fire on GURPS Action 2 page 36). Note that this effect is cumulative: if you have Quick-Shot at -1, your penalty to attack two targets is -1, three targets is -2, and so on. If you have purchased off all the penalty, you can divide your RoF among as many targets as you like at no penalty!
The default is reduced to -3 for characters with Gunslinger.

Skidding
Hard
Prerequisite: None
Default: DX-2; cannot exceed DX.

This lets you buy off the -2 for Skidding (see Exploits p. 19); See also GURPS Action 3: Furious Fists page 18. This technique penalty is halved with Trained by a Master (Evasion).

Blaster Ballet as Power-Ups

What Does Style Familiarity (Blaster Ballet) Get You?

  • The practitioner may purchase any Blaster Ballet traits, moves, exercises or upgrades.
  • The practitioner may reduce any Predictive Shooting or Ranged Feint penalties made by other Blaster Ballet Practitioners by one.
  • The practitioner is familiar with all “criminal” blaster pistols or assault blasters.
  • They are automatically familiar with how to challenge another member of the criminal underworld that knows Blaster Ballet to a fight without any cultural familiarity penalties.

Blaster Ballet is heavily associated with the Gunslinger trait; most practitioners will pick Gunslinger (Gun Rack: One-Handed Beam Weapons only -40%) [15].

Common Disadvantages and Quirks: Code of Honor (Pirate’s) [-5], Likes (Asrathi) [-1], Superstitious [-1] or Delusion (Superstitious) [-5], Reputation -1 (Shady) [-5].

Blaster Ballet – Student

20 points for Primary Style; 12 points for Secondary Style
Prerequisite: None

The student of Blaster Ballet learns the basics of gun combat on the move. They learn some essential parkour, and how to move and fire with no penalties. They also learn how to draw their blaster quickly, an essential trick in the underworld.
Gunslingers will find the Close-Quarters combat redundant; purchase Acrobatics instead.

Perks: Style Familiarity (Blaster Ballet) [1]

Techniques: Close-Quarters Battle (A) Beam Weapons (Pistol)+4 [2] (Gunslingers may replace with this Acrobatics (H) DX-1 [2])

Skills:

  • As Primary Style: Beam Weapons (Pistol) (E) DX+3 [8]; Fast-Draw (Pistol) (E) DX+0 [1]; Jumping (E) DX+2 [4]; Running (A) HT+1 [4];
  • As Secondary Style: Beam Weapons (Pistol) one level for 4 points; Fast-Draw (Pistol) (E) DX [1]; Jumping (E) DX+1 [2]; Running (A) HT [2];

Blaster Ballet – Adept

20 points for Primary Style (18 points if Trained by a Master); 15 points for a Secondary Style
Prerequisite: Blaster Ballet – Student;

Those who deepen their skill finally begin to master some of what most people think of when they think of Blaster Ballet: high flying action! The practitioner learns acrobatics, increase their overall speed and agility and learns to get to their feet quickly after being knocked down or when making a diving leap. They also learn to use assault blaster as easily as they can use normal blaster pistols.

Characters who are Trained by a Master refund the two points spent on Acrobatics as Students; this makes Adept cost a total of 2 points less.

Advantages: Basic Move +1 [5]

Skills and Techniques:

  • As Primary Style:
    • Skills: Acrobatics (H) DX [4]; improve Beam Weapons (Pistol) by to (A) DX+5 [16] for 8 points;
    • Techniques: Acrobatic Stand (A) Acrobatics-2 [2] (Acrobatics+0 for characters with Trained by a Master); Burst-Fire Training (A) Beam-Weapons (Pistol)+0 [1];
  • As Secondary Style:
    • Skills: Acrobatics (H) DX-1 [2]; improve Beam Weapons (Pistol) by one level for 4 points; improve Running to (A) HT+1 [4] for 2 points;
    • Techniques: Acrobatic Stand (A) Acrobatics-4 [1] (or (A) Acrobatics-2 [1] if the character is Trained by a Master); Burst-Fire Training (A) Beam-Weapons (Pistol)+0 [1];

Blaster Ballet – Master:

20 points as primary style; 15 points as secondary style.
Prerequisite: Blaster Ballet – Adept;

The true masters of Blaster Ballet are rare and storied; outside of the Tommy-Cat Five, only a few new masters have arisen, who generally trace their martial lineage back directly to the Tommy-Cat Five.. A master of the style achieves not just excellence with the blaster, but nearly superhuman agility and they excel at aggressive tactics like no other blast-slinger..

Advantages: Higher Purpose (Run’n’Gun) [5]

Perks: Graceful Leaper [1]

Skills:

  • As Primary Style: Flying Leap (H) IQ [4]; Improve Beam Weapons by to (A) DX+7 [24] for 8 points; improve Running to (A) HT+8 [8] for 4 points;
  • As Secondary Style: Flying Leap (H) IQ [4]; improve Beam Weapons (Pistol) by one level for 4 points; improve Acrobatic Stand to (A) Acrobatics-2 [2] (or (A) Acrobatics+0 [2] if the character is Trained by a Master) for 1 point.

Blaster Ballet Moves

Alleycat Secrets

5 points
Prerequisite: Style Familiarity (Blaster Ballet);

Blaster Ballet is, of course, a style associated with criminals. The poor rarely have the fancy holsters or clever tradecraft that spies and security agents use to hide their weapons. Instead, they learn to hide their weaponry in their clothes, keeping them in the back of their pants or slipping them into a simple pocket of their coat.

Perks: Pants Positive Safety [1]
Skills: Holdout (A) IQ+1 [4]

Back-Alley Trick Load

4 points
Prerequisite: Style Familiarity (Blaster Ballet), Gunslinger

Blaster Ballet puts a lot of pressure on the energy cells of a blaster. The Tommy-Cats had perfected a visually impressive trick to quickly discard a used cell and replace it with a new one in an eye-blink. Any practitioner who learns it can load their blaster immediately with a single Fast-Draw (Ammo) roll, and a successful roll provides a +1 reaction from onlookers.

Perks: Gun Schtick (Trick Reload) [1]; Quick Load [1]
Skill: Fast Draw (Ammo) (E) DX+1 [2];

Double Trouble

5 points
Prerequisite: Style Familiarity (Blaster Ballet);

Despite the popular perception that all Blaster Ballet blast-slingers dual-wield, this isn’t actually true. Many favor a single weapon in a single hand, keeping their other hand open for a melee weapon (or their claws). However, it’s such a common technique as to be nearly synonymous with the idea of Blaster Ballet. This Move teaches the practitioner how to fight with two blasters at once.

Perks: Akimbo [1]; Off-Hand Weapon Training (Pistol) [1];
Technique: Dual Weapon Attack (H) Beam Weapon (Pistol)+0 [3]

Predator’s Pass

5 points (3 points if the character already has Undercity Slide, Gunslinger or Trained by a Master)
Prerequisite: Style Familiarity (Blaster Ballet)

One of their several dramatic acrobatic attacks, the Predator’s Pass was developed to bypass cover or other forward facing defenses. The character learns the “Predator’s Pass” trademark move which allows them to leap past opponents in cover and attack them from behind mid-leap. They also learn to make all Acrobatic Attacks at no penalty, to Dive through narrow passages or beneath closing doors at -2 (no penalty for characters Trained by a Master) and to Spin to have any facing at the end of a Move or Move and Attack maneuver at no penalty.

Acrobatic Attack is redundant if the character has already learned it, or has Gunslinger or Trained by a Master; having any of these reduces the cost to 3 points.

While not explicitly covered by this move, practitioners who have learned Acrobatic Attacks often make Tumbling Acrobatic Attacks. Roll Acrobatics+0; on a success, they move up to their full Move, apply a -2 to anyone attempting to shoot them, and may make an attack as normal and gain the normal +2 to the first Dodge of the turn. On a failure, they may move up to half their move, apply no penalty to ranged attacks. and suffer a -2 to their first Dodge of the turn; on a critical failure, they fall down.

Trademark Move (Predator’s Pass): Make a full Acrobatic Move and Attack and then at the end of your move, jump past your target. Move full Move and then roll Jumping+1 to leap your Move or your Jumping Skill/2 yards forward, whichever is better. A failed Jumping roll means you go prone as part of your movement (but you may still attack). If you are jumping through a narrow passage, such as through a window, roll Acrobatics-1 (+1 for characters who were Trained by a Master). Then, mid-air, once you are past your target, roll Spinning (Acrobatics or Jumping)+1. On a success, as you pass your target, you turn and face them mid-air and may fire as a runaround attack. Roll Acrobatic Attack to hit+1, with normal ranged attack penalties, though generally assume the character fires at optimal distance for +0 range if at all possible, and that the target cannot make use of cover, as the attack takes place above or behind them; if the attack is from behind, to the side or above, the target suffers a -2 to their defense! Once the movement ends, if the character also has Undercity Slide and lands on a slick substance, they may further attempt a Skid. If the character succeeds at all rolls, the character gains a +2 to Dodge on their first defense of the turn. If the character fails any Acrobatics or Jumping roll, they land prone and face-up, suffer a -2 to their first Dodge of the turn as well as prone penalties (typically -3).

Perks: Trademark Move (Diving Attack) [1];
Technique: Acrobatic Attack (H) Beam Weapons (Pistol)+0 [2]; Dive n’ Roll (A) Acrobatics-2 [1], Spinning (A) Acrobatics+0 [1]

Street Sweeper

5 points
Prerequisite: Style Familiarity (Blaster Ballet)

The Tommycat Gang were famous for their collateral damage and their ability to unload a torrent of fire on targets. When firing blasters, they may roll their Beam Weapons skill at no penalty to increase their RoF by +1 (+0 Rcl), +2 (+2 Rcl) or +3 (+4 Rcl). This tends to greatly increase the chances of hitting a target once, but decreases the chance of hitting them multiple times. They can also use this increased rate of fire to intimidate targets into keeping their heads down, thus providing covering fire.

Characters who increase their rate of fire can spread it among several targets by applying a -6 to their final roll per additional target; characters with dual weapon attack may apply the RoF of one weapon to one target, and the RoF of their second weapon to a second target.

Characters with Gunslinger gain Quick-Shot; they may combine the RoF of all weapons fired this way, and divide it among as many targets as they like at a -1 penalty per additional target.

Perks: Gun Schtick (Wall o’ Lead) [1]
Technique: Fast-Firing (H) Beam Weapons (Pistol)+0 [3]
Skills: Intimidation (A) Will-1 [1]
Lens (Gunslinger): Reduce Fast-Firing to (H) Beam Weapons (Pistol)+0 [2] and add Quick-Shot (A) Beam Weapons Pistol-1 [1];

Undercity Slide

5 points (3 points if the character already has Predator’s Pass, Gunslinger or Trained by a Master)
Prerequisite: Style Familiarity (Blaster Ballet)

One of their several dramatic acrobatic attacks, the Undercity Slide was developed to allow the character to rapidly move towards their targets while making it more difficult to hit them, and then to increase their movement by sliding on some slippery substance. This move teaches the character to make Skid (the GM should be generous in allowing PCs to impulse buy the presence of slippery substances, such as industrial lubricant, or coolant spills), as well as how to handle themselves on slippery substances without suffering a penalty for bad footing.

Acrobatic Attack is redundant if the character has already learned it, or has Gunslinger or Trained by a Master; having any of these reduces the cost to 3 points.

While not explicitly covered by this move, practitioners who have learned Acrobatic Attacks often make Tumbling Acrobatic Attacks. Roll Acrobatics+0; on a success, they move up to their full Move, apply a -2 to anyone attempting to shoot them, and may make an attack as normal and gain the normal +2 to the first Dodge of the turn. On a failure, they may move up to half their move, apply no penalty to ranged attacks. and suffer a -2 to their first Dodge of the turn; on a critical failure, they fall down.

Trademark Move (Undercity Slide): The character makes an Acrobatic Move and Attack. They move their full movement towards a patch of slippery substance. Once they hit the substance, they roll Skidding (DX+1). On a success, they continue moving their full Move again and gain +2 to their first Dodge of the turn. On a failure, they fall prone (but can continue to slide) and suffer a -2 to their next defense (in addition to any defense penalties for being prone); During this move, at any point, they may make a normal ranged attack at no penalty.

Perks: Trademark Move (Undercity Slide) [1]; Sure Footed (Slippery) [1]
Technique: Acrobatic Attack (H) Beam Weapons (Pistol)+0 [2]; Skidding (A) DX [1];

Underworld Swagger

5 points
Prerequisite: Style Familiarity (Blaster Ballet)

Blaster Ballet is a style by the criminal underworld and for the criminal underworld. While most practitioners have long learned how to walk the walk and talk the talk, some who study the style, such as spies or security agents, have yet to experience the underworld. The style forces them to adapt to the streets, to live the streets, and they often walk away with a better understanding of how to influence other criminals.

Perks: Gangster Swagger [1]
Skill: Streetwise (A) IQ+1 [4]

Blaster Ballet Exercises

Tommy-Cat Training

20 points
Prerequisite: Style Familiarity (Blaster Ballet)

The most impressive feats of Blaster Ballet seem to defy physics, and are beyond the reach of most practitioners. Unless, of course, one listens to the legends and seeks out one of the Tommycat Five, who seemed to know the secrets to these gravity-defying stunts. Characters who learn from one of these masters or (given how much time has passed since their hey-day) one of their own students might gain access to these larger-than-life stunts, and earns some reputation as having great potential.

Advantages: Reputation +1 (Student of a Legendary Marskman) [5]; Trained by a Master (Evasion -50%) [15]

Witchcat Reverence

15 points
Prerequisite: Style Familiarity (Blaster Ballet), “Morathi Believer.”

Blaster Ballet is not unique to the Asrathi race, but many in the Galaxy see the two as synonymous. Some who learn the style and who have a great deal of respect for Asrathi ways will sometimes make a pilgrimage to be blessed by an Asrathi “Witchcat” or “Morathi.” This tends to be a grueling process of learning enough of Asrathi ways to know what to say and do with the Morathi, and accepting their deathly blessing. In return they gain the grudging respect of the Asrathi, and they gain some luck.

First, The character may perform an Asrathi Rite of Luck. This requires a roll of Occultism or Hobby Skill (Asrathi Folklore) and a full minute to perform. During the next hour, the character may apply a single +1 to any single combat or chase roll after they has made the roll; he may use the rite once per day (whether or not the +1 bonus is applied during the next hour). Second, once per session, the character gains a “Lucky Break” during a Chase scene. However, both of these traits require that the Practitioner uphold a vow to protect and safeguard the Asrathi. Failure to do this immediately ends their access to either ability, and it can only be restored by gaining the forgiveness of an Asrathi Witchcat.

To take this trait, the character must "believe" in the Morathi. A quirk "Likes Asrathi" or some level of Superstitious is sufficient!
While not required, characters who acquire this trait may choose to take Unluckiness (Mitigator, Vow -65%) [-3]; if they violate their vow, they suffer unluckiness until they gain the forgiveness of the Morathi.

Perks: Brotherhood (Asrathi) [1]; Rite of Luck (Combat) [1].
Advantages: Serendipity (Chase Scenes Only -20%; Oath Magic (Defend the Asrathi) -10%) [11]
Skills: Hobby Skill (Asrathi Folklore) (E) IQ+1 [2]

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