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torchwolf

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Posts posted by torchwolf

  1. Re: Champions and a quick Heroes system

     

    Sidekick is the economy-size rules (though leaving out some stuff) for 5th Edition (for 6th Edition, it's called Hero System Basic Rulebook).

     

    Though the Sidekick pdf is no longer available through the Hero Games online store, it is available through e23 for $7: http://e23.sjgames.com/item.html?id=DOJHERO106

     

    If you're interested in 5th Edition, there's a 50% off sale of printed (and pdf-bundled) 5th edition books on the Hero Games online store.

     

    In particular, these two might be interesting to you (offering a few extra options not included in the 5th Edition Rulebook):

     

    Character Creation Handbook (currently at $15):

    https://www.herogames.com/viewItem.htm?itemID=223351

     

    HERO System Combat Handbook (currently at $12.50):

    https://www.herogames.com/viewItem.htm?itemID=196048

     

     

    You can find a lot of stuff for use with a 5th Edition supers game at the current sale so browse away and check out the reviews if you want to know more about these books: http://www.herogames.com/productsMain.htm

     

    Or just ask away here. :)

     

    EDIT: Others already answered before I got this post up. ;)

  2. Re: Hero (and other generic systems), too flexible?

     

    Something I've run into occasionally with presenting the Hero system is player perception that the "reason from effect" results in bland, mechanical descriptions of abilities.

    While this is true of almost every RPG system - in Hero especially, the mechanics are laid bare, which some perceive as destroying the illusion somewhat.

     

    If this is the case, you should definitely show these players the text descriptions of prebuilds (like the Talents section of the rules, Champions Powers/USPD/Fantasy Hero or similar) where resulting constructs are described in a context. Sometimes, players get sidetracked by underlying mechanics when these are described out of context. The text descriptions are the alpha and omega of Hero system builds; you start with a concept, and end up with having defined the concept.

     

    That might help them grasp the other side of the coin; that the Hero system allows you to replicate as well as create abilities (and ability packages) present in other systems, fiction, or other sources, as a final result, not just the process of piling building blocks together (which of course most systems are forced to do at least to some degree in order to produce numbers for game mechanics comparison).

     

    The advice given above by others are excellent and I can say nothing more on that; just thought I'd add a personal theory about player perceptions and presentation.

    Essentially, I think I'm saying the same thing as Tasha but worded differently and longer. :)

     

    Disclaimer: These observations holds no value if this is not the issue the players have with Hero. In that case, just ignore me and carry on.

  3. Re: Telepathic Hearing

     

    I think instead of Triggered Telepathy I might try making Telepathy Continuous' date=' Zero END, use Standard Effect (so you are not constantly rolling for level of effect), and perhaps add limitations that you [i']can't[/i] hear anything deeper than surface thoughts regardless of how far you surpass their EGO, and maybe even tie it to your regular PER roll. However, that may end up being much too expensive for the effect you want...

    I think this would probably be the best solution (or maybe Costs Half END, since Continuous can now Cost END). An Explosion AoE might also make sense, maybe with a PER Roll RAR.

    Some additional problems with the Detect approach (apart from being a budget Telepathy):

    a simple 3d6 PER Roll generates more random results than using the Telepathy mechanic; the Telepathy mechanic is already in place and using Detect will add a separate mechanic and notes on handling it (interaction with other mechanics based on Mental Powers); etc.

    Personally, I always replace Detect Thought and Detect Emotion builds with Telepathy. ;)

  4. Re: Champions the New Millenium using HERO System 6th Edition Campaign

     

    If I calculated that correctly, the average number of points for those characters is 476 points.

    Since you've been playing for a time, it might feel to the players as if they're taking a step backwards if they have to scale back their characters, so you could also try for a compromise - look at the Character Creation Guidelines (likely Standard to High Powered if you've started at those point levels), decide on what power level works compared to the opposition they'll be facing, and have the characters you're going to revise not exceed those levels on a routine basis (Limitations for abilities above the ranges given).

    From that, it shouldn't cause much trouble to put the characters at 425, 450 or even 475 pts (plus their accumulated EXP, or an average of that), since they'll end up being more well-rounded rather than devastatingly effective, and it might feel less like scaling back to the players and more like equalizing the characters.

    Especially for the higher point characters, maybe there's quite a few points spent on things they rarely or never use and might be fine with removing, resulting in more focused characters at a generally lower point level, so gauge the point loss pain threshold of your players when setting a standard - you might end up lower than you expected.

    Running a storyline where the characters lose some of their abilities is of course also possible if everyone is agreeable to the idea.

    It all depends on how your players feel about it though - they may have no problem with scaling back, in which case you just need to ignore this post. ;)

  5. Re: My character building technique (How to build Hero System Characters)

     

    Attached please find the .zip file. This spreadsheet was a quick and dirty attempt to cover the basic formula I threw up. Nothing too crazy.

     

    Good topic.

    Nicely done. :)

     

    One adjustment I usually make in calculations is to slightly reduce the effect of SPD when calculating offense/turn. For instance, I might do Offense Factor = (SPD+1) * Hit% * (Dmg - DEF), which reduces (slightly) the ratio between higher and lower SPD. Maybe even (SPD+2).

     

    The reason is because while having a higher SPD certainly does increase effectiveness per turn, the amount of offense you can muster on that first Phase 12 is also important. Before one turn has even gone by, some characters/foes may be out of the fight, or forced to retreat. So for example, I think a SPD 4 character who deals 30 STUN past defense is a bit better off (offense-wise) than a SPD 8 character that deals 15 (assuming the same Hit%). More chance to stun foes, more likely to take someone out in the first phase.

     

    Of course, SPD is also useful defensively and for mobility, but I'm just talking offense here.

     

    Good point. The spreadsheet above also shows expected damage delivered (and received) per hit - looking at that output gives a view of Segment 12 (sometimes the combat-deciding Phase). The greater the SPD range of characters (especially greater than 2 pts or so), the more both damage per hit and damage per Turn need to be taken into account.

  6. Re: Excerpted PDFs

     

    Maps are always popular, and stuff like the Map Archive 1 pdf probably works well.

     

    I'd think that excerpts of Character Creation sections in general would be useful, especially as pdfs to print out, for convenience.

     

    Related, but requiring some revision, would be the Character Creation sections of published settings for 5th edition which have no current plan for 6E updates, for the same reason I'm really looking forward to Hero System Skills:

    Presentation. Especially with new players, the possibility of presenting everything without needing to explain how minor mechanics are renamed or altered between editions is invaluable, and I've known experienced players and GMs to give up on systems simply because of disorganized information (mechanics dispersed through numerous sourcebooks, setting books using different edition rules, etc.). Even though I can always provide references compiling and detailing the differences, it's part psychological that some prefer official coherent and collected game mechanics info, and there's always the time factor when compiling info. Sometimes I'd rather pay Hero Games to do it for me, and then the presentation is always professional. ;)

     

    Other than that, I can easily see compilations of any cross-genre applicable rules and/or writeups be popular, such as the afore-mentioned Mass Combat Rules, collections of Talents, etc.

     

    I'd also like to see an updated Hero System Resource Kit, preferable in both printed and pdf format, but I'd be happy with a pdf, for the same reasons. :)

     

    EDIT: Oh and yes, mini-settings, but rather than continue parroting what's already been said in a new post, I'll just parrot that here as well.

  7. Re: Ok I'm confused....

     

    I'd second (or rather, third) the suggestions for considering a Hero Designer contract - it gives you support and updates for 2 years, and also allows you to download the free package deals, pre-built abilities, character writeups, export formats (for printing out), etc. Built into HD is the ability to print to pdf, and print out character sheets identical to the book's. If you value time, it will likely save you much of it. Personally I'm very happy with all the time I've saved since getting HD, but if that's not an issue to you, the Excel works fine for reducing calculations by hand.

     

    Noticing that you're using 5th Edition, there is the Elemental Control framework you might consider for some of the shapeshifter's powers - EC basically gives you a discount on related abilities, and an EC including defenses, claws, fangs, etc. might save you some points, especially in combination with the OIHID Limitation.

    You could have several ECs or MPs for a single character, but that might not be necessary in this case (i.e., EC: Shapeshifted Physiology for several physical abilities and EC: Shapeshifted Acuity for some Enhanced Senses could both be used, but the latter might not actually save you any points).

     

    Just take care so the character doesn't become completely helpless if somehow unable to Shapeshift if you decide to use the OIHID Limitation, or any other that might prevent Shifting. ;)

     

    NOTE: Characteristics purchased through Frameworks can not provide Figured Characteristics (though you get to apply a Limitation for that), and all Powers purchased through the same EC get affected simultaneously by Adjustment Powers. In case of a shapeshifter that might work conceptually though; reduced abilities having the special effect of partially shifting back to normal form.

     

    Cool that you like the system. :)

  8. Re: Is Defender the new Seeker?

     

    Off hand, I can see three possible explanations for the appearance of the bubble helmet depicted on CU6E 69 (completely ignoring error possibilities):

    1) Assuming it's Istvatha V'han's 2007 failed invasion attempt that is depicted, Defender's FF and LS systems do run off his END Battery, so external life support might have been temporarily added to his suit to save on energy.

    2) The alien (dimensional?) invasion took place some time closer to 2001, before he installed his Sealed Armor Systems (a few more EXP to earn before adding that).

    3) It's the sfx of Defender's Sealed Armor System when deployed, and the other Champions use one-shot replicas of it (this explanation would assume Defender's player liked the look of it, unfortunately ;) ).

     

    More meta-explanations, anyone? :)

     

    1) and 2) would assume the GM kindly allowed the Champions players to borrow gear, likely from UNTIL or NASA, to get them out there.

  9. Re: 5e: Intersection of Penetrating and Foci

     

    I think the idea is that a half-die that is part of any attack' date=' whether it is 0.5d6 or 1.5d6 or 6.5d6, will contribute 1 Body on a 4, 5, or 6, but that there's always a minimum of 1 Body for the whole attack for ANY number of dice? :confused:[/quote']

    So in that case:

    d6 K = BODY Penetrating through Defense

    1pt = 1

    .5d6 = 1

    1d6 = 1 (-1 to +1 as normal BODY counted, min 1)

    1d6 +1 = 1 (as 1d6 above)

    1.5d6 = 1 (as 1d6 above, +1 on 4-6 as normal BODY counted)

    2d6 = 2 (-2 to +2 as normal BODY counted, min 1)

    2d6+1 = 2 (as 2d6 above)

    etc.

     

    I agree, that would make the most sense of the description, and work more easily than it looked at first glance. Kudos and Rep for that. :) [EDIT: Or rather, would if I could... :( ]

     

    That would mean that while it's fairly useless to buy 2 DCs of a Penetrating Killing Attack instead of 1 DC, 2 DCs may be still be marginally useful against targets without Resistant Defenses, but if targets with rDef are common you might as well just buy 1 DC of it, or up the purchase to 3 or more DCs.

     

    If I got it right. [EDIT: No I didn't, but I corrected DC comment.]

  10. Re: Abort to dodge, while dodging

     

    I think several posts above sums up pretty well how it works using the Hero System.

     

    From the OP text description, I think I might add:

     

    • DCV at full value in the Hero System would correspond to the "trying to move out of the way of an attack, but with bonuses for trying" of the OP description.
    • DCV at half value would correspond to being unaware of an attack, as has been pointed out.
    • Dodge, whether performed as an Action or Aborted to, would represent a character's maximum ability to minimize chances of getting hit.
    • Dive For Cover, is a specific Maneuver that involves "getting the heck out of the way" rather than trying to not get hit.
    • Flying Dodge combines some elements of Dodge and Dive For Cover.
    • (numerous other options, such as adding Trigger to DCV-related elements)

    The thing is, reasoning from the game mechanic to add a secondary game mechanic works with some systems, but not very well with Hero, since OCVs and DCVs affect each other directly.

    If OCV was "Skill Roll to Hit, unmodified by opponent DCV", and DCV was "Skill Roll to Dodge, unmodified by opponent OCV", what you propose would work better. Several other systems mechanics are structured separately like that, but Hero is not, so adding drastic DCV-increasing measures would require you to add similar OCV-increasing measures, as well as adjusting the balance between CVs and damage to compensate the greater fluctuation in odds of getting hit, etc.

    I wouldn't recommend that, since the system is already pretty well balanced AND includes far more tactical options and maneuvers than most other systems.

     

    However, if you want to have a character to be able to occasionally exceed his normal limitations in the DCV respect, purchase such an ability as extra DCV, Costs END, and it can even be pushed for some extra "oh crap" oomph. :)

  11. Re: DC / Marvel Characters in Champions Universe

     

    I must admit' date=' I'm tempted to create a Rogue homage called [b']Rouge[/b] -- with the same powers, except she turns dusky red when using them -- in honor of all those fans of the character who seemingly can't spell. :P

    Aargh. ;)

    Unfortunately, I recall the Swedish publisher of Marvel Comics, who managed to transform that character into cosmetics with alarming frequency, even on covers.

    Also memorable was the issue featuring the death of Phoenix, where the cover stated (in Swedish):

    "The death of Jane Grey"... :ugly:

     

    It should have cued me in that Jean Grey wasn't really dead, I guess.

  12. Re: CHAMPIONS VILLAINS -- What Do *You* Want To See?

     

    I hope that I'm not repeating an already asked question. Are there going to be preview sections of the various 6E books like there were for 5E. I really hope so because that's how I made up my mind on whether or not to buy six or seven of the 5E books.

    It has already begun... :)

     

    http://www.herogames.com/forums/showthread.php/81436-CHAMPIONS-VILLAINS-Sneak-Peek-1-The-Triptych-Cover!

  13. Re: Is the pricing for Telescopic Sense wrong?

     

    What puts you on the fence? 6E2 175 states "The Concealment Skill is used versus the searcher’s Concealment roll (or PER Roll) in a Skill Versus Skill Contest". Presumably the searcher gets to choose which to use.

    Yes, same as 6E1 72 (and 5ER 55, 450) - I see the logic in that if you can hide stuff you can find it.

    I personally think Concealment works better as a Complementary Skill to PER Rolls when used for searching, rather than PER substituting for Concealment (or as suggested in TUS 132 substituting PER-2 (or worse) for Concealment). Then again, I think the same way about say, Tracking, so YMMV.

    However, I go by RAW on this since I try to avoid unnecessary house rules, so strictly speaking I'm just leaning on the fence. ;)

  14. Re: Is the pricing for Telescopic Sense wrong?

     

    I also note that the baseline assumption seems to be that you have an 11- chance to spot a normal human' date=' which is not the case. The typical PER roll in the game seems more geared around spotting things that should otherwise be pretty obvious in a chaotic situation (the difference between finding the football lying in my back yard and finding it on the field with a couple dozen burly fellows chasing around in all directions, many looking to take me down), or something that would not be very obvious to a casual observer. Something that would be fairly obvious to the casual observer doesn't require a PER roll, which implies it has some pretty heavy bonuses.[/quote']

    That is a very precise and much better way of stating it than when I said

    These are applied when trying to perceive something in a combat situation' date=' under presumably somewhat chaotic conditions, IMHO.[/quote']

    :)

    I'd define "You are now entering Combat Time" (because of combat, stress, or other appropriate circumstances) as the signal to when I start applying the Perception rules fully, including modifiers.

    Arriving at some reasonable set of commonly applicable modifiers simulating reality better I'd happily change my vision range based guidelines for non-combat situations to "a positive Sight PER modifier indicates automatic visibility."

     

    The rules go out of their way to point out that some things are very easy to perceive' date=' such as that human right in front of you, even without taking half a phase and looking around to make a PER roll. So that must be a pretty hefty bonus for being human size to eliminate the need for a roll. Let's call it +6 - that gives Joe Average a 17-, which is enough to reasonably forego the PER roll absent unusual circumstances.[/quote']

    Breaking it down, +6 seems reasonable:

    +2 Easy (other human is not attempting to hide)

    +2 Excellent conditions (no crowds, broad daylight)

    +1 Moving object

    +1 Looking (Half Phase)

    +0 Human-sized

     

    Time Modifiers under non-combat conditions:

    +0 Quick Look [0-Phase] (talking to bluetooth or otherwise distracted)

    +1 Looking [Half Phase] (reasonably alert; looking where he's going)

    +2 Long Look [Full Phase, 1/2 DCV] (searching; observing area)

     

    I'd consider most GM-initiated PER Rolls to be a Quick Look or Looking, depending on circumstances, and taking a Long Look (or longer, for Extra Time bonuses) to be actively searching or observing (for a rendezvous when location is imprecise; looking for car keys; etc) - anything that doesn't fall under Shadowing or Concealment.

    [i'm on the fence about the use of Concealment as a Spot Hidden roll but will leave that for now]

     

    So, if the keys have a -10 modifier, that first offsets the +6 and then imposes a further -4. That's a 7- to spot the car keys, so a 1 in 6 chance (16.2%) of noticing them in a half phase. But maybe I'll take a full phase (so that's +1 for extra time, right?). That's an 8-, or 25.93%. Not bad - a quick scan of the entire kitchen gives me a 1 in 4 chance of noticing the car keys are on the kitchen table (not on the counter, not on the table down the hall or sitting next to the phone, or lying on the stove). If I take a whole minute, I get another +2, so that's now a 50/50 chance.

     

    Seems a bit low? Well, that depends. I suggest that, if the kitchen is immaculately clean and uncluttered, then there should be a pretty hefty bonus to spot the ONE THING that's out of place. That doesn't sound like my kitchen, though.

    Neither does my kitchen look like that, but assuming Mr Burke's kitchen did that morning, that should be a modifier for Conditions.

    Breaking it down:

    +2 Easy (keys should be in kitchen since Burke usually leaves them there)

    +2 Excellent conditions (keys are on clean, shiny kitchen table which is another color than keys)

    +2 Long Look [Full Phase, 1/2 DCV] (Burke really wants those keys now)

    -10 Minute-sized

     

    Still a -4, the same as you describe. Sure, Burke can keep looking just a little while and he'll find them, but not quite good enough for my intent of making it possible for Mr Burke to find his car keys pretty much immediately (OK, 6 seconds) under ideal conditions.

    1. halve size penalties when out of combat.

    2. have positive mods, when you have extra time.

    Good suggestions. Extra Time is not always useful in the context of being able to relatively routinely spotting things ("How many Phases, Minutes or Hours will you search?"), but applying the same principle as halving Hit Locations out of combat sounds reasonable, seemingly supported by this as well:

    Object Size modifiers to Sight PER Rolls most often apply when someone’s trying to hide the object' date=' it’s a long way away, or the like. A small object isn’t inherently hard to see when it’s in plain sight; it’s simply more likely to be hidden by something or the like.[/quote']

    So, if halving the Size Modifier (ignoring it completely seems inappropriate):

    -5 Minute-sized

    =+1 total; Burke automatically spots car keys, takes them and happily drives off.

     

    OK, this works.

     

    On a broader scale' date=' perhaps there is some need to define the size of area a typical PER roll covers. A 180 degree arc going out 200 meters is a pretty big area, and probably what I can see in half a phase twisting my neck around. Maybe restricting either the arc or the distance should provide a bonus, since I am covering a smaller area. It should not be equally difficult to spot the keys if I'm looking from the hall into the kitchen and living room (8 meters = 24 feet distance before a range modifier applies seems like tons of space) than if I am restricting my search to just the kitchen table. Of course, restricting my focus to an area the size of a kitchen table in combat seems like a great way to reduce my PER rolls to other areas, and likely wreck my DCV, so I need to pay attention to more things in such cases.[/quote']

    Interesting idea. Maybe something like:

     

    +0 Looking front and sides (180 degrees)

    +2 Looking front, front left and front right (90 degrees)

    +4 Looking straight ahead (10-20 degrees or so)

     

    May also be a good way to represent what some animals achieve with "hunting vision".

     

    I'll have to look closer at this and revise my ways, I see. :)

  15. Re: Is the pricing for Telescopic Sense wrong?

     

    Warning: You are now entering Off-Topic Ramblings.

    I agree with Prestidigitator's way of handling the subject of PER modifiers.

     

    These are applied when trying to perceive something in a combat situation, under presumably somewhat chaotic conditions, IMHO. That works fine mechanically, but...

     

    "Breaking the RAW" description:

    Algernon Burke, a Normal Human, is at home, looking for his car keys. They're small enough to have a -10 PER modifier from size. Mr Burke cannot achieve, by contrast or any other means, positive modifiers enough to offset this, so he'll always spend time looking and will only find them occasionally even if the cars keys are the only things lying in the middle of the kitchen table.

    While mechanically correct, the result is silly, just like the undetectable flea (-20 or so) mentioned above.

     

    I generally go by a thumb rule of "theoretically identifiable object" using some guidelines for "baseline human sense limits" (extremely generously defined):

    Distance = Resolution of Recognizable Shape

    500m (Range: -12) = human form (2m tall) (Size: -0) [80 real inches]

    125m (Range: -8) = human face (.2m tall) (Size: -6) [8 real inches]

    4m (Range: -0) = "Insectile" (0.02m) (Size: -12) [1 real inch]

    1m (Range: -0) = "flea" (0.002m) (Size: -20) [.1 real inch]

     

    Perceiving by sight is affected primarily by contrast (light and/or color) and movement, so applying standard positive or negative modifiers works well as a general guideline for whether something can be perceived by someone just looking in that general direction without actively searching for something in specific.

    Based on that, I describe what can be perceived or not, unless there are some special circumstances.

     

    While this helps me personally to determine what happens when something is magnified (by Telescopic, Microscopic, etc.), it has little to do with the PER modifiers. Trying to define it mechanically would mean applying modifiers of about +10 for reasonably normal conditions and +20 for up-close inspections, something that would cause all sorts of other unwanted cascading side effects.

     

    As a GM, I need to be able to describe something in reasonable terms easy to envision, otherwise the game gets too abstract for my taste, so especially when it comes to the Sight sense, I'm perfectly willing to bypass part of the system for those reasons. ;)

     

    YMMV. As always. :)

     

    Congratulations! You are now exiting Off-Topic Ramblings.

  16. Re: Multiple Attack and DCV bonuses

     

    I understand that Penalty Skill Levels aren't rules-legal (even if I don't agree with the rule)' date=' but why arent' Combat Skill Levels legal?[/quote']

    Yes, I expressed that badly, thanks for correcting me. :)

    CSLs with All Combat would work (though more expensive), but since you can't buy CSLs with DCV anymore, it is suggested that you purchase DCV instead for that purpose.

  17. Re: Multiple Attack and DCV bonuses

     

    This is sort of a two-parter.

    Or maybe a 2.5-parter. ;)

     

    I want a multiple atk that isn't so detrimental to defense. So I was thinking of setting it up as:

     

    Double Cut: +3 DCV OAF (-1) only with multiple attack {link} (-1/4), instant (-1/2), nonpersistent (-1/4).

    You could change Only With Multiple Attack to Only To Counteract Multiple Attack Penalties, though if built as a +3 DCV ability the difference might not even come up.

    EDIT: Instant is not very good for DCV since it wouldn't last the Phase, as Nevenall pointed out.

    Multiple attack is already a very powerful ability so if you're making this generally available you'll need to compare it to other generally available abilities - run a brief mock combat with a few prewritten characters from a book and have one of them use this; you'll see the effects. Multiple attacks are often used as combat finishers while enemies are unable to counterattack because of the lowered DCV, allowing it to be used more often can result in first strike contests.

    I'm not saying you shouldn't do it, just commenting on possible ramifications, so feel free to disregard. :)

    If you want it generally available you can build it and then define it as a Talent (6E1, p447). This approach works well for abilities you want to have a set effect for all characters, and suits Fantasy campaigns, though maybe not Champions campaigns.

     

    First question' date=' does this have an active cost of 30 or 15. It is a characteristic power, so I'd think it'd cost 15 (5/+1 DCV). However, in the Aid/etc... section, it says powers should have half effect for boosting defenses like DCV. In that case, it'd cost 30. Does this apply to boosting DCV as a characteristic power??[/quote']

    The Adjustment Powers notes on half effect against defensive abilities (Characteristics or Powers, but it may also apply to Talents built that way) ONLY applies to the effects of Adjustment Powers.

    Anything built with Characteristics (or other set values that add) just add directly.

     

    Second question' date=' when I halve the DCV as a result of the multiple attack, is that before or AFTER I add the +3?[/quote']

    DCV (or OCV) halvings always occur last (6E2 p36-37).

     

    Bonus question' date=' did I miss something in multiple attack that can get around halving your DCV when using it??[/quote']

    No, there is none. ;) Your approach is good, Penalty Skill Levels would not be rules legal, and Combat Skill Levels would be more expensive (buying DCV instead is recommended).

     

    EDIT: Too slow there. Above is a more concise answer saying the same thing I did, plus Nevenall also noticed the Instant/Non-Persistent issue. :)

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