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Super Talents
Some talents go far beyond what is considered normal for a
catgirl.
Superhuman strength and speed, the ability to use magic, and other
supernatural
powers all fall under this category. No one knows why catgirls
seem
to have super powers more often than other people, but this is the way
things are. Super Talents cost up to four points instead of the
normal one. Once a
character
has played in one session of play, she cannot gain a new Super Talent
by
spending Brownie Points without the express
permission
of the Headmistress and a good excuse for why she can suddenly use her
newfound power. Where such things are allowed, no Super Talent
may be advanced beyond three levels. BREATH
WEAPON (2 Points) Your character has a draconic
heritage that allows her to use a breath weapon attack as if she were a
full-blown dragon. You may perform a breath weapon attack once
per scene with an attack roll equal to your BOD base dice plus 1D per
the number of times taken (additional levels cost 1 point each), with a
damage rating equal to the BOD rank base dice plus 1D. All Breath
Weapon attacks are projected as 30 degree cones out to their maximum
range. Every breath weapon attack
has an elemental nature, and is treated as an Elemental Blast for
purposes of damage and resistance. Characters must choose which
elemental nature they employ, and once chosen, cannot be changed.
Breath Weapon attacks have a
range of 25 feet plus 25 feet for every +1D of BOD base dice beyond
2D. Characters may spend additional points on Breath Weapon to
increase attack roll and damage dice, with each point adding 1D to
both.
DAMAGE
SPONGE (1 Point) Your character has
an
uncanny
knack for soaking up damage in combat and living. That isn't to say
that
she isn't getting hurt, but her ability to get hurt and keep on her
feet
is truly remarkable. Characters with this talent get an extra
2D+3
hit points to start out, and may take this talent up to three times. ESPER POWERS (2
points for ESPers, 4 points for everyone else) The catgirl has several advanced psychic powers: telekinesis (moving stuff with your mind), remote viewing (seeing and hearing things happening in other places in the world, including places the catgirl has never been to), object reading (the ability to sense events in a person’s past based on touching their personal possessions, and then locating them by thought alone), precognition (the ability to see possible futures), telepathy (the power to read minds and communicate without words across great distances), psychic blast (the ability to inflict harm on someone through sheer will alone), psychic shield (the ability to raise a tough defensive barrier between you and someone else through sheer will alone), and finlly, mind over matter, which is the ability to manipulate one's own body with the force of ones mind. Catgirls who wish to be ESPers may choose four disciplines of ability to start, and additional disciplines may be chosen with each additional talent spent. Disciplines may also be taken more than once for an increase in bonuses derived from using that talent. Telekinesis is the ability to
manipulate
objects at a distance, using only the force of your mind.
Telekinetics
must be able to see with the object they wish to manipulate. The
difficulty level of various objects is listed in the table below.
If you can first successfully move an object, you may telekinetically
impel it at someone as an attack, with your attack roll being equal to
your MOXIE base dice plus 1D per level of the talent, and doing the
amount of damage listed in the table below plus 1D for every level of
the talent.
The Headmistress should feel free to add
penalty dice against anyone attempting to TK an object with a mass well
in excess of 1 ton, though no more than 3D of penalty dice should be
necessary. Remote Viewing grants the character the ability to witness in real-time events that are taking place in a location the catgirl could not possibly experience from her present location. Remote Viewing only deals with current events as they are happening, one may not use it to see the past or glimpse at the future. Using the power to witness what is happening in a place the character is familiar with is done at Average (10) difficulty. Using it in a place the character has been to once or twice, but is not familiar with is done at Hard (13) difficulty. Using it in a place the character has never been to is done at Very Hard (16) difficulty. The character is only a witness to what is going on during a remote viewing, and may not intervene or make herself known in any way. Remote Viewing sessions last 3D minutes. Using Remote Viewing to observe someone who has been imprinted in the ESPer's mind using Object Reading is done at Very Hard (16) difficulty. III. Object Reading (BRAINS) Object Reading grants the character the ability to sense events in some other person’s past merely by handling a personal item of theirs for a few minutes. The psychic patterns are then imprinted in the ESPer’s mind, allowing them to sense the location of that person to an accuracy of less than six feet. Events that tend to be detected on personal objects usually stem from the strongest of emotions, from a deep and abiding love to an abysmal depression or fiery rage. The ESPer will experience that event as if it were happenening to her personally, which can cause all sorts of difficulties if the psychic is not mentally and emotionally prepared for what will come, even to the point of taking hit point damage or temporary characteristic reduction at the Headmistress’ discretion. For this reason, those who possess the curse of Object Reading do not undertake such tasks lightly. Sensing a past event connected with an item is done at Average (10) difficulty, with any side effects of doing so being up to the Headmistress. Using the psychic pattern to locate that person is done at Hard (13) difficulty. IV. Precognition (BRAINS) Precognition is the ability to see glimpses of possible futures. Precognition is an unpredictable talent at best, making it hard to use to any particular advantage. Headmistresses are welcome to use this talent at any time to introduce a plot hook (see Campaigns), otherwise, a catgirl who wishes to have a vision of a specific possible future will have to state exactly what she is looking to see, and then roll for it at Hard (13) difficulty. Success means a brief (3 to 6 second) vision of what is most likely to come to pass as things stand at the time of the vision. (In other words, trying to see how you’ll do on Ms. Tali’s Chemistry midterm tomorrow will probably be a function of your BRAINS score and how much studying you’ve been doing instead of gazing into a candle flame for the answers. Likewise, when attempting to see how your date will go with Dustin on Saturday night, you should probably not be too surprised to see him trying to cop a feel during the movie – although the part where the Evil Minions of the Alien Overlord blast through the screen and start attacking the audience will likely be a little more helpful in the information department…) Failure means you saw nothing or at least nothing specific to your question. Precognition tends towards the banal even among the psychically gifted. The one thing about Precognition that all psychics enjoy is that it grants a +1 bonus to Initiative rolls during combat, whether you expected combat or not. V. Telepathy (BRAINS) Telepathy is a powerful ability, but it comes with a serious stigma. Characters who discover that a catgirl is telepathic will tend to shun that person, as the thought of having one’s mind read is often frightening and repellent, and the telepath will quickly turn into a pariah. Telepaths can read the surface thoughts of others at will, and can probe deeper into a person’s mind at Average (10) difficulty. If the victim knows she is being probed or has reason to keep a particular thought or memory buried deep, the difficulty becomes Hard (13) or Very Hard (16) - or the Headmistress may decide to make it a Contest of Skill instead, using the victim's MOXIE base dice to resist. VI. Psychic Blast (MOXIE) Psychic Blast is the ability to inflict pain and injury on someone through an act of sheer will. The exact mechanism by which this takes place is unknown, and may or may not have a visual or audible cue connected with it (lights and noise). It seems to depend more upon the individual using the power than anything else. Hitting someone with a psychic blast is performed like normal combat, substituting the ESPer’s MOXIE rank base dice for BOD, and adding 1D for each time Psychic Blast was taken). Damage is equal to her MOXIE rank base dice plus 1D for each time the talent was taken. As an optional rule, the psychic may choose to inflict only 1D or even a single point of damage if desired instead. Range is limited to line of sight, and the ESPer must be able to see her target. VII. Psychic Shield (MOXIE) Psychic Shield allows an ESPer to project a barrier of will in front of them, deflecting or absorbing attacks directed against them. ESPers get to make a saving throw using their MOXIE score base dice plus 1D for each time the talent level is taken when hit, and if they match or beat the attack roll they take NO damage. Failure means the ESPer must save and take damage normally (using her BOD rank dice) from the attack. Psychic Shields require the full concentration of the ESPer, meaning that they cannot take any other actions in combat, and may only move at half speed while maintaining the shield. A Psychic Shield may be erected over someone other than the ESPer, though this is done at 1D less for the saving throw than normal.VIII. Mind Over Matter (MOXIE) Mind Over Matter allows an ESPer to manipulate their own body to perform physical feats not otherwise possible. A character with Mind Over Matter may peform one of the following Feats listed in the table below per turn. Effects and duration are as listed.
FLIGHT (MOXIE)(3 points) Favored: None Forbidden: None The catgirl has mastered her ki in such a
way that
she can gently energize the air around her, creating a lifting and
propelling
force that allows her to fly. Catgirls with Flight can
move
at a normal speed of about 60 MPH (100KPH) without making a talent
check, or
increase their speed to about 200 MPH (~350 KPH) at Hard (13) difficulty.
The crazy (or at least the insanely brave) can approach the speed of
sound at Formidable (20)
difficulty, but unless they are wearing some very durable
clothing while they are doing it, will end up essentially unclothed at
the end of their trip. In combat, characters with Flight may move
up to 48" in a turn (People Scale) or 6" in a turn (Mecha Scale)
normally; up to 160" in a turn (People Scale) or 20" in a turn (Mecha
Scale) or 4" in a turn (Fighter Scale) at Hard (13) Difficulty; and 600" / 75"
/ 15" in a turn at Transsonic speed. GLAMOR (LOOKS)(2
points) You have the power
to project
an aura of enchantment that enables you to control other people's
actions
within 30 feet of you. Potential victims must make a MOXIE saving
throw against an attack roll from the character using Glamor
consisting
of her LOOKS base dice plus 1D per number of times the talent was
taken.
Matching or beating the attack roll with a save means the Glamor
had no effect. Failing a save means that the person is under the
spell of the person using her Glamor, and will do whatever she
tells
them to do. This talent may be purchased additional times to give
extra dice for Glamor attack rolls, costing only one additional
point per time purchased. GOIN'
BALLISTIC (2 points) You have the ability
to mow
down crowds of cannon fodder bad guys without breaking a sweat.
In
combat, you automatically KO as many villains of Cannon Fodder
level
as the number of dice you have in your normal attack roll. For
example,
a catgirl with a BOD rank of Good
(3D) and Shoot+2 (2D) has an
attack roll of 5D.
She can mow down 5 cannon fodder bad guys in one turn automatically if
she chooses to Go Ballistic on them. Likewise, a character with a
BOD rank of Average (2D) and Kung Fu Fightin' (1D) can
automatically take out 3 Cannon
Fodder villains in one turn of major-league ass-whuppin'.
Characters
with firearms must reload their weapon after that turn.
Characters
with archaic missile weapons use at least one projectile per cannon
fodder
villain dispatched. If the Headmistress allows it, characters
with Goin' Ballistic may eliminate one Thug for every two
Cannon Fodder
villains they can take out. HAMMERSPACE
(2 points) You have an inexplicable ability to pull
large wooden
mallets out of thin air at any time, an ability which comes in handy
when
you have to clobber lecherous catboys or your inconsiderate
martial-artist
fiancé. What happens to the mallets after they’ve been
used
is a mystery, but you never seem to run out of mallets on demand.
Damage from the mallets is the same as for the Big Ass Mallet found in
the Gag
Weapons section and
you attack with them (and only them) as if you had Hack'N'Slash+2.
(Of course, if you have Hack'N'Slash+3, you may use that
instead!)
You may draw and use your mallet in the same turn if you desire.
HARD TO KILL
(2 points) You are like a horror movie villain; just
when they
think you couldn’t possibly have survived that explosion, you shamble
out
of the flames to keep fighting. Characters who are Hard to
Kill
do not suffer a KO until they are reduced to -10 hit points, and if
using Realistic
Violence rules, do not die until they reach a negative hit
point
level equal to their normal maximum hit points. All injuries must
be
healed as normal. For
example:
a catgirl who is Hard to Kill has 19 hit points normally. The
catgirl
will
not be KO’d until her hit points are brought down to -10, and if using Realistic
Violence rules, she will not be killed until her hit points are
brought
down to -19. IMMORTALITY (4 points) Through an exotic heritage,
an accident in a lab, a mystic spell or magical item, or even by just a
crazy quirk of fate, you cannot die except through the most
extraordinary circumstances. You do not age, and even the most
fatal of diseases are no more than a nuisance to be endured for a short
while like a cold. You have only one secret weakness that will
snuff out your life - and if you are smart you will always be on your
guard against it. For obvious reasons, Immortality only applies
if you are using Realistic Violence rules. Choose your weakness from
the list below or else roll 1D and take the result. This is the
only way you can be brought to fatal harm. 1 - Decapitation: You
may only die if your head is completely severed from your body, or
else
your head is completely obliterated in some manner. If you are
brought to zero or lower hit points, you are KO'd as normal, but in 1D
turns you will be completely regenerated of all your injuries and
restored to maximum hit points. Any limbs that were severed or
destroyed will also be regenerated at this time. Anyone
attempting to explicitly remove your head in combat does so with 2D of
penalty dice against their Attack Roll if you are actively aware of
their threat, and at 1D of penalty dice if you are caught unawares but
are still conscious. If you are KO'd, asleep, or in some way
physically restrained from protecting yourself, you may be attacked
normally. If the Attack Roll succeeds by more than 3, and the
attack itself does at least 10 points of damage*, your head comes from
your neck and you are instantly slain. *Naturally, cutting
weapons are the best at removing your head - any other attack type must
inflict 15 points of damage. 2 - Magical
Vulnerability: Only magical weapons and magical spells do hit
point damage to you - the damage inflicted by normal weapons, even
ultratech ones, simply heals up within moments of the strike. The
only conventional weapons which stand a chance against you are those
which can incinerate you instantly such as a starship's antiship energy
weapons, a plasma cannon, or being within the fireball radius of a
detonating nuclear weapon. Even then, you need to take at least
ten times your maximum hit points of damage in a single attack to be
slain, otherwise you regenerate the damage at 10 points a turn. 3 - Silver or Iron Vulnerability: Like Magical Vulnerability, except that you are only vulnerable to weapons made of either silver or cold forged iron. Choose which metal you are vulnerable to. If you are vulnerable to silver, pure silver weapons do full damage against you, while silver plated weapons do half damage. If you are vulnerable to iron, only weapons which are explicitly described as being made of cold forged iron will harm you. Hot forged iron and any iron alloys (like steel) do not harm you. 4 - Destruction of the
Heart: Like Decapitation, except that only an attack which
destroys your heart can kill you. If you are brought to zero or lower
hit points, you are KO'd as normal, but in 1D turns you will be
completely regenerated of all your injuries and restored to maximum hit
points. Any limbs that were severed or destroyed
will also be regenerated at this time. Anyone attempting to explicitly destroy
your heart in combat does so with 2D of penalty dice against
their Attack Roll if you are actively aware of their threat, and at 1D
of penalty dice if you are caught unawares but are still
conscious. If
you are KO'd, asleep, or in some way physically restrained from
protecting yourself, you may be attacked normally. If the Attack
Roll succeeds by more than 3, and the attack itself does at least 10
points of damage, your heart is destroyed and you are instantly
slain. 5 - Vulnerability to Fire
or Sunlight: Like
Magical Vulnerability, except
that you are only vulnerable to weapons utilizing fire or pure
sunlight. Choose which attack you are vulnerable to. If you
are vulnerable to fire, any fire based attack, be it a flamethrower, a
plasma or fusion beam weapon, or an elemental fire blast, will do full
damage to you. Lasers, blasters, and disruptors inflict half
damage. If
you are vulnerable to sunlight, being exposed to the light of the sun
will inflict 3D of damage per turn, while partly cloudy days or only
partial exposure will inflict no less than 1D per turn. Exposure
to magical daylight will inflict 1D damage per talent level of the
magic user. Regular magical or artificial light does not harm
you. Damage from fire or sunlight heals at only half the normal
rate, even if you are being magically healed. INTANGIBILITY (Variable Cost) Forbidden: None You have the ability to become intangible to solid objects. The limits to your intangibility as well as the level of control you have over it will determine how much this super talent costs you. While you are intangible, you may not be harmed by hand to hand or melee attacks, or by any ranged attack that uses a projectile. The exception to this are weapons or projectiles made of silver or that are enchanted, which will do half damage. Energy weapons, magical and elemental blasts, and psychic blasts are unhindered by your intangibility, and do normal damage. Also while you are intangible, you will not appear on radar, lidar, or sonar, though you are still visible to the naked eye. It is important to note that while you are intangible, only your armor, clothing, and other personal gear becomes intangible with you. You may not transfer your intangibility to other people or to objects more than half the size of yourself.
The point costs for Intangibility are cumulative - a character who is Totally Intangible (2 points) with Limited Control (0 points) costs 2 CPs. If she had Normal Control (1 point) it would cost 3 CPs. INVISIBILITY (2 points) Forbidden: None You are able to
disappear
from people's sight at will. You cannot be seen in visible or
infrared
light, but you will cast a shadow in bright light, and people with
thermal-imagers
can see the heat traces you leave behind as footprints and when
touching
something. KI BLAST
(BOD/MOXIE)(2
points; must have Kung-Fu
Fightin’ talent.) Your mastery of Kung-Fu Fightin’ is strong enough to allow you to project powerful bolts of ki energy from your hands. In order to use a ki-blast during combat, you must first spend one or more turns to center yourself, focusing your energy within in order to make it available. There are five levels of energy you can make available in combat: Level I does only MOXIE base dice minus 1D damage; Level II does MOXIE base dice of damage; Level III does MOXIE base dice +1D damage; Level IV does MOXIE base dice +2D of damage; and Level V does MOXIE base dice +3D of damage. Attacks with 6D or more of damage are Power 1 or greater, and will affect targets with Toughness. Level I requires that you only spend one turn to prepare it - no skill check is necessary. Level II requires one turn plus a skill check against Kung-Fu Fightin’ at Average (10) difficulty. Level III requires one turn plus a skill check against Kung-Fu Fightin’ at Hard (13) difficulty. Level IV requires two turns be spent, plus a skill check against Kung-Fu Fightin’ at Very Hard (16). Level V requires three turns plus a skill check against Kung-Fu Fightin’ at Formidable (20). Once an energy level is achieved, the
character
can throw ki blasts of that level or lower for the duration of the
combat.
If combat ends, the character must reachieve an energy level in order
to
use ki blasts. To hit with a ki blast, use your BOD rank base
dice
plus 1D per Kung-Fu Fightin’ talent level. An All-Out
Attack
using Ki Blast will cause double the normal damage dice for
that
energy level and hits with an attack roll total equal to a 6 for every
die of the attack roll (a 3D Ki Blast All-Out Attack has an attack roll
total of 18, and a 5D attack has a total of 30). Range is limited
to line of sight. Characters with energy Level IV or V active
will
radiate a soft but visible glow of battle aura. If using the
rules
for Realistic
Violence, only
attacks
of Level IV or V are considered to be lethal force. This talent
may
be taken more than once in order to give more dice for making talent
checks
and an increase of damage per Level of ki-blast, at a cost of one
additional
talent point per additional 1D.
Lesser
Immortality is just like Immortality,
except that you are vulnerable to more than one thing. For three
points cost, you are vulnerable to two things instead of one, and may
either roll or else choose your vulnerability. For two points
cost you are vulnerable to three things instead of one. You may
not choose The Deathless One for one of your vulnerabilities if you
have Lesser Immortality. For
example, a Vampire created with Lesser
Immortality has Fire and Sunlight as his weaknesses. This costs
him three points. He may add Magical Vulnerability as well and
pay only two points. MAGIC POWERS (Magical Girls and
Spellslingers pay 2 points, 4 points for everyone else) Magic Powers are listed in thirteen disciplines. Non Magical Girl catgirls with Magic Powers get to pick four disciplines to start out, and may get an additional disciplines with each additional character point spent on Magic Powers. A discipline may be taken more than once if desired, even during character creation. Magical Girls start with only two disciplines at first (though they may spend extra CPs for more disciplines), and must choose an object that allows them to use a chosen discipline, such as a tiara, scepter, gemstone, wand, ring, pendant, frilly sailor suit, or whatnot. Only when they have this object on their person and have transformed into their magical girl persona can a Magical Girl use her powers. All players are encouraged to think of names for spells and powers that have not been explicitly named, the more over-the-top the better. Magical Girls may not choose certain magic disciplines, so pay attention to the talent description when making a Magical Girl character. To make up for this, Magical Girls get bonus levels in a discipline when they choose certain disciplines, as described in the Magic Powers section. Because Magic Powers is such a large and
comprehensive
set of disciplines, it has its own section to adequately deal with its
full scope. Click here
for the full
listing of Magic Powers. MONSTROUS
STRENGTH (BOD)(4
points) Catgirls with Monstrous Strength
perform
any action dependent on brute strength as if they had a BOD rank of Monstrous. Monstrous
Strength does not affect a catgirl’s agility or toughness, how fast
she moves or her initiative roll, nor does
it affect how much damage she can take before she is KO’d.
Catgirls
with a BOD rank that has been reduced due to injury or magic still act
at BOD rank Monstrous when
using their strength. For the purposes of combat,
BOD rank Monstrous equals 5D
damage in hand to hand combat, +3D to damage when
using melee weapons, and 8D for talent and characteristics checks
dependent
on strength. NIGH-INVULNERABLE
(4 points) Catgirls who are Nigh-Invulnerable
are able
to take an incredible amount of punishment before succumbing to
KO.
Any time you are injured, roll 1D. On a 2 or higher result, you
take only 1 point of damage. On a 1 result you take half
damage. This means that a catgirl who is Nigh-Invulnerable
can theoretically be hit by things like 15,000
lb daisy-cutter bombs and runaway freight trains with hardly a scratch. (But as you still have a 1 in 6
chance of getting seriously hurt, you shouldn't overdo it!) If
you are Tough as Nails as
well as Nigh-Invulnerable,
you still take 1 point of damage on any injury you save against with
your super talent, but get full damage reduction from anything you
don't. PRETENDER
(BRAINS)(2 points) You have the uncanny ability to put
yourself into
any role you can imagine, and perform as if you had been professionally
trained in that role, from race car driver to neurosurgeon. If a
BRAINS check is made at Very Hard (16) difficulty, the
character performs
any talent as if she had that talent, and any characteristic checks
related
to the role the character is in are performed at +1D to the
characteristic
score dice. The effects of the Pretender ability do not
carry
over from one session of play to the next, nor do they carry over if
the
character switches to a new role. SHAPESHIFTER
(BRAINS)(4 points) You have the ability
to transform
your physical form into anything you can imagine yourself to be.
The only limitations to this power are that you may not take a form
that
is larger or smaller than your original body by a factor of 50%, and
that
your characteristic scores and talents remain unchanged no matter what
your form. If you transform into something with claws, wings,
fangs,
or some other useful attribute you are able to use them as if you had
purchased
them for your character. The only exception to this are super
talents
inherent to that being - those you do not get by transforming
into
that being. Transforming into another humanoid being is Average
(10)
difficulty. Transforming into a specific person is Hard (13)
difficulty,
unless the character has the Disguise
talent, in which case it is also Average (10) difficulty.
Transforming
into a non humanoid being is Hard (13) difficulty.
Transforming
into something that is significantly larger or smaller than yourself
(up
to a 50% change in size) adds an additional level of difficulty.
Transforming into something you have never seen in person is always Very
Hard (16) or even higher levels of difficulty at the discretion of
the
Headmistress.
This talent may be purchased additional times to give extra dice for
transformation
rolls, costing only one additional talent point per time purchased.
SUPER SPEED
(BOD)(3 points) The catgirl has a speed that defies
explanation.
Charcters with this talent can move at speeds and difficulties similar
to those described in Flight.
Also,
catgirls
with Super Speed always win the initiative, and get a
+1D
bonus to their saves to avoid getting hurt. If by some chance
there
are two characters with Super Speed in combat, these two
characters
will roll for initiative only against each other - and they will always
go before everyone else. TELEPORT
(BRAINS)(4 points) You are able to
transport
yourself and whatever you are wearing, carrying, or touching with your
hands through a pocket dimension and appear in another place
instantaneously
by an act of mind alone. Persons in physical contact with you
when
you choose to teleport will not come with you if you do not want them
to.
Persons not in contact with you but in contact with someone else that
is
in contact with you may not be teleported - they must be in direct
physical
contact with you. The difficulty rating for a teleport is Easy
(8)
for places you are very familiar with, like your dorm room; Average
(10)
for places you are comfortable with, like your classroom, or your
favorite
spot in the garden; Hard (13) for a place you've been to but
haven't
spent more than an hour in; Very Hard (16) for places you have
spent
only 15 minutes in; Formidable (20) for places you have
spent
5
minutes in or less; Ridiculous (24) for places you have
seen
but
never been to; and finally, Impossible (30) for places you have
never
even seen before, but you have a general idea where they might
be.
This talent may be purchased additional times to give extra dice for
teleport
rolls, costing only one additional talent point per time purchased.
THE STRENGTH OF MADNESS (MOXIE)(2 points) A lower rank version
of Monstrous
Strength. It is similar to the super talent Monstrous Strength,
except
that the character's BOD rank is considered to be Amazing instead of Monstrous when using
her strength to do something. Also, the character wishing to use
her Strength of Madness must first make a MOXIE check with a target of
10 under normal circumstances, though if using her strength will have a
dramatic or humorous outcome, her target may be reduced to as low as 8.
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