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Chaosium Digest Volume 26 Number 11
Chaosium Digest Volume 26, Number 11
Date: Sunday, November 29, 1998
Number: 1 of 1
Contents:
The Gunther Documents (Cry.Sys) CALL OF CTHULHU
Editor's Note:
Hello all and a happy gobble-gobble. This week, a fun Delta Green
adventure from Cry.Sys. Send in those articles for the next issue!
As a public service announcement:
Issaries, Inc. is seeking 5 people to run sessions of the new
Gloranthan role-playing game, Hero Wars, at Dundracon XXIII, to be
held February 12-15, 1999. Dundracon is held at the San Ramon Marriott
(in San Ramon, CA). In return for running these "demonstration" games
referees will receive free admission to the convention, as well as one
priority registration in any other game scheduled by the
convention. For more information, mail Stephen Martin at
glorantha@hotmail.com.
Shannon
NEW RELEASES:
* Glorantha - _The Book of Drastic Resolution, Volume Darkness_
(Stephen Martin, $15.00) is the third volume of the Drastic
'zine. This issue totals 116 pages AND has an xii page insert!
It's all about Troll and Trollkin and also features a special stop
at Shadow's Dance and a short return to Skyfall Lake. There are even
a few pieces by me in here, describing Uz heroes and a few Uz
treasures.
RECENT BOOKS OF NOTE:
* Elric! - _Elric: The Stealer of Souls_ (White Wolf, $22.99) is the
eleventh book in the White Wolf series of Eternal Champion
collections. It contains the second half of the Elric! stories: "The
Sleeping Sorceress", _The Revenge of the Rose_, "The Stealer of
Souls", "Kings in Darkness", "The Caravan of Forgotten Dreams", and
_Stormbringer_. Along with volume five, _Elric: Song of the Black
Sword_, it contains the entire Elric! cycle (minus two odd short
stories which will probably appear in volumes thirteen and fifteen),
and is essential reading for any Elric! GM.There's also a short
Moorcock introduction and a reader's guide by John Davey, which
explains the publication history of the saga. ISBN 1-56504-187-9.
RECENT MAGAZINE SIGHTINGS:
* Call of Cthulhu - "el dia de los muertoes" is a 10-page Delta Green
scenario for Call of Cthulhu by non-other than John "Delta Green"
Tynes. Shadis #52 [October, 1998], $3.95
--------------------
From: <Hamdula@Neosoft.com>
Subject: The Gunther Documents
System: Cthulhu Now
The Gunther Documents
A scenario for Delta Green
By Cry.Sys (Hamdula@Neosoft.Com)
Greetings. I suggest this as a short break in the campaigns that you
run, or as a campaign in itself--as I plan it to evolve into. I use
*'s to denote items that are small handouts of info. This scenario
needs a little work, but this is it in it's basic outline. I'll
probably add stuff myself during play and rewrite it some. Have fun
with it and feel free to email. If you want my PGP public key, check
appendix 2. The other scenarios are forthcomming.
INVESTIGATORS'S INFO
During OPERATION SUMMER BREEZE (Delta Green WW2 operation--June 1,
1945), Delta Green worked to smuggle Karotechia files out of Soviet
Occupied Vienna. During this time, a Delta Green agent by the name of
Jack Slims was working with the operation, but was a Karotechnia
convert. He secretly worked alongside Delta Green during the
operation, but was really working against it. A number of files were
intercepted by him, before his defection and dissapearance, presumably
into hiding.
The Investigators recieve information from A Cell about the recently
discovered location of Jack Slims, now in his mid 80's. He lives in
New York City, New York. Apparently he resurfaced to sell a old german
manuscript. A Cell has called apon the Investigator's Cell to visit
and interrogate Slims, to discover if the files that were stolen can
be recovered. They are then to eliminate the threat of Slims to Delta
Green, namely through wetwork.
KEEPER'S INFO
The files in question are a group of three: The Gunther Documents, The
Derdrick Report, and The Hemmerman Process. This scenario only deals
with the Gunther Documents. The Gunther Documents are a series of
complicated formulas written by Dr. Hans Gunther, a Karotechnia
researcher. The other files will be in future scenarios.
During December of 1942, Delta Green launched an operation against
some Nazis trying to summon Deep Ones off the coast of Cornwall.
However, this experiment was to be duplicated three miles from that
area as well, at the same exact time. Delta Green did not know this
and missed out on stopping this meeting. One of the important
scientists at the scene was Hans Gunther. He has studied a German
translation of the Necronomicon for a short while, finding the Deep
One Contact Spell. He bargained with the Deep Ones, convincing them to
help him. His plan was to crossbreed Aryans with Deep Ones, helping
make the so-called master race even more powerful. The Deep Ones knew
that this meant more breeding stock to choose from, and a chance to
repopulate in a more safer enviroment then Massachusetts. They eagerly
provided the information Gunther needed.
The Gunther Documents explain about Gunther's experiments in
crossbreeding with the Deep Ones. He also hints at a idea of a organic
U-Boat controlled by hybrids. The manuscript is in German, and is one
of a kind. It has a Cthulhu Mythos rating of +4, SAN 1d3/1d6, and a
study time of 2 days. It has a spell multiplier of x2, and the spells:
Contact Deep Ones, Enchant Stone Tablet.
Slims recently surfaced to sell the Documents to a Neonazi group. The
group wanted to ensure verification and authenticy of the papers, so
were allowed to take half of the papers. The Neonazis were given 24
hours forv verification, then would go to Club Apocaylpse to swap
money for the rest of the papers. The price for the papers is
$500,000, American.
Already you're thinking, this is a very well funded group. That's
because it is really a cult, who worship an Outer God known as
VaroKaaPerSkaaPioita (speak Finnish? :) ). This Outer God and
Nyarlathotep hate each other very much, so Varo is going to try and get
the documents before Nyarlathotep's Karotechnia can get their hands on
it.
Unfortunately, this did not work. Nyarlathotep learned of this and
contacted the Karotechnia, who ordered Reinhard Galt to take care of
this problem. He used his contacts with a loyal Neonazi group to have
Slims killed. However, the nazis did not find the papers in Slim's
apartment. Varo's group is unaware of this action.
The plan is still on for Varo's group to meet the night after the
Investigators uncover Slims body.
Official Involvement
The Investigators will arrive at Slim's apartment just after the
killing, so the police will not be there yet. This is a Delta Green
matter only. Eventually police will learn of the crime and lock up the
crime scene, but it would not be hard for law enforcment Investigators
to get in to the scene a second time (depending on your Keeper I
suppose).
Unoffical Involvement
Besides Delta Green, the Fate is keeping a close watch on the Club,
hoping that mistakes might be made so they can get their hands on the
Documents. If the Keeper wants to use this plot, a section has been
added entitled "The Fate's Attempt" which will be their only try to
snatch the documents.
Supernatural Involvement
Two Outer Gods in a power struggle? Isn't that enough? :P
SLIM'S APARTMENT
Slim is located on the third floor of an apartment building. On the
stairs to the third floor there is a crack addict smoking from his
pipe. This is the only person that will most likely see the
Investigators entering or exiting, and he is of little importance.
Slim lives in a very small apartment, with basically two rooms. The
first room is a living room/kitchen combination. The door into the
apartment is on the south wall, and the kitchenette is on the west
wall.
To the east is a tv set, couch, bookshelf, and a door to the bedroom.
The north wall consists of a huge window and a desk flush against it.
The desk has a typewriter on it and several scattered papers.
The bedroom has a small bed, with a nightstand.
There is a public bathroom down the hall.
The apartment looks well-lived in, so it isn't a temporary setup.
When the Investigators find no one answers their knock, they'll
probably enter the apartment by force. They have little to fear; most
apartments around Slims are abandoned and for the few that aren't, the
residents don't want to get involved calling the police.
Slim's normally clean apartment has been trashed by Nyarlathotep's
Neonazi group search. The papers from his desk are scattered all over
the room, the couch is torn up and stuffing spinkled all over the
room, the kitchen is trashed and most things broken, and the book
shelf has been ransacked.
Slim lies on the bed. His hands have been cuffed to the bedposts; the
keys lie on the nightstand. The lamp is knocked over and shines a
little on the blood-splattered walls, into which a bloody swastika has
been smeared. Slim was sliced open from groin to neck, and that's the
obvious cause of death. Forensic experts will find he was in failing
health anyway, but nothing out of the ordinary.
Allow your investigators three Spot Hidden roll to search for clues,
but make them search 15 minutes for each chance to roll.
The first Spot Hidden will be for Slim's appointment book by the
phone--a small matchbook has been left inside it. The matchbook is
from Club Apocalypse, and it's also listed on the same page inside the
book that the matchbook was holding.
The second Spot Hidden will uncover a photograph of Slim and his
family, wedged behind the nightstand in the bedroom. It shows Slim,
his wife, and a young girl. If the investigators break open or remove
the photo, on the back is written: Jack, Martha, and Carrie. A search
through the address book will show only a Carrie Slims, residing
within the city along with address and phone number.
The third Spot Hidden will uncover a slip of paper hidden among all
the scattered stuff on the floor. It states:
* Meeting at 11:00 pm, NOAR neonazi group. Should have 500,000 for
purchase of second half of documents. Contact holder of documents
before swinging by club.
KEEPER'S INFO: The appointment book should be obvious, pointing the
investigators to the Club for the meeting. Even if they don't find the
slip of paper, they'll know where to set up a watch. The picture
points the way to Slim's daughter, who is holding the second half of
the Documents for him. The slip of paper should offer the
Investigators more info.
CARRIE SLIM'S APARTMENT
Carrie Slims lives in a better home than her father, probably because
of her work as a lawyer. She has a 2-story house, left over from a
recent divorce. The bottom floor has a spacious living room, a
bathroom, guest bedroom, dining room, library, kitchen, and a
study. The upper floor has two bedrooms, a hobby room, and two
bathrooms.
Carrie Slims will only be at home from 4:00 pm to 5:30 am--between
when she gets home from her firm or the courthouse in the evening and
leaves again in the morning. When Carrie is encountered, there are
several routes of interrogation that can be taken.
Carrie Slims will first be difficult, saying her father died in WW2.
She will deny any knowledge of his whereabouts, life, the documents,
or hiding out in general. Grant Psychology rolls to notice her
nervous twitches and constant playing with her blond hair, signs of
tension and possibly lying.
If the Investigators decide to tell her that her father is dead, she
will break down into tears. With some Fast Talk or Persuade, they can
help get her to talk and calm down. Otherwise she will be
uncooperative, untill threatened with arrest, and even then
investigators will need some kind of roll. If they do arrest her, make
them roll Law or something simular.
Carrie will be looking out for them to mess up--forgetting to read her
rights, having incorrect jurisdiction, etc--so that she can get out of
jail.
When and if the Investigators get Carrie to talk, they can get quite a
bit of information from her, besides the second half of the documents,
which is hidden under her mattress upstairs. If the Investigators are
extra gentle with her (suggesting she sit down, getting a kleenex for
her, something to drink, mainly keeping stress level low), she will be
much more open to the Investigators. I'd suggest giving the
Investigators two tidbits of information for every successfull
Hypnosis, Persuade, or Fast Talk roll they make:
* Carrie knew her father was working for a special branch of the US
goverment on the Allied Forces side, but her father betrayed them by
stealing secret documents for the Nazis.
KEEPER'S INFO: Pretty True.
* After the betrayal and hiding out, Slim's family convinced Jack
against working for the Nazi's but the damage was already done. They
still had to hide out, and Jack held onto the documents.
KEEPER'S INFO: This is true.
* Jack did not speak German, and had no idea what the Documents were
about.
KEEPER'S INFO: The above is false. Jack told his family he had no idea
what they were about so they wouldn't know. It would be to dangerous
to let others know what he had.
* About 2 weeks ago, Jack showed up on Carrie's doorstep with the
Documents, asking her to hide them for him.
KEEPER'S INFO: The above information will only be given if Carrie is
not frightened of the Investigators. She will also give the second
half of the Documents to the Investigators at this time.
* From talks with her father, Carrie knew that a neo-facist group was
going to buy the Documents from him, probably because they were
authentic Nazi papers.
KEEPER'S INFO: The above is partly false. Varo's Nazis know exactly
what those papers contain.
* Carrie's mother died in a skiing accident, but Jack was suspected of
the crime. Under the time he was under a false name, so they had to
run from the police.
KEEPER'S INFO: The above is a red herring.
* Carrie thinks her father has made the arrangement to buy the
Documents with a Neonazi group. The group is called "New Order of
the Aryan Race" or NOAR for short.
* Carrie belives the NOAR has a house inside a abandoned--and high
crime-rate--part of NYC called LowerTowne.
KEEPER'S INFO: Yeah, Yeah, Yeah. I know there is no damn 'LowerTowne'
in NYC, but as long as I'm Keeper, I'll decide just how NYC is built,
damn it! :P This statement Carrie gives is true.
After the Investigators are done with Carrie, it's very likely that
she will be mentioned in the report to A Cell. Should this happen, and
the Investigators were gentle with her, there is a possiblity she will
become a Friendly for DG. Her stats appear at the end of the scenario.
KEEPER'S OPTION: THE FATE ATTEMPT
If your players are in the need of some action, or perhaps some
difficulty, it's time to pull out the Fate. The Fate has been keeping
a eye on the situation, but Nyarlathotep has decided not to use the
Fate against NOAR at the swap; it will serve mostly as an observation
organization. He will use it on the Investigators however.
While the Investigators are at Carrie's apartment, a two man team of
Fate cronies will arrive at the Investigator's
apartment/hotel-room/residency and seek access. They have lockpicks
and a crowbar, so that makes most places available to them. Keeper's
choice if they can get in, naturally. Once in, they ransack the
place. Since by this time the Investigators are just getting the
Documents or do not have them, the place will be messed up without
cause. The two cronies will wait for the Investigator in his home,
hoping to jump him/her and take the Documents.
There is a 30% chance that one of the cronies will be excusing
themself in the bathroom when the Investigator (s) arrive, due to
drinking at the Club. He will enter on the third round in that case
(tucking away his conceiled weapon, zipping up, flushing, and putting
the seat down [these boys aren't slobs], and running out after
unlocking the door).
If guns start going off, both will flee. They aren't stupid, since
they only have melee weaponry.
Their stats are at the end of the scenario.
CLUB APOCALYPSE
The Club is the Club, flip through your DG manual and read up on it.
Should the Investigators choose to have the Club watched, the NOAR's
approach will be noteworthy at 10:00 pm. They come roaring in on
motorcycles and hogs, stopping at the back end of the Club parking lot
and leaving two men behind to watch the vehicles. These two men will
chat during the evening untill the other part of the gang returns, on
topics from post-modernism to Machiavelli's _The Prince_ to the black
plague and its effect on the Catholic church to Albert Einstein's
wormhole theory.
The leader of the gang is Bubba "BrickDick" Shews, a huge man and one
not to be trifled with. He enters the Club and hangs around near a
table at the front, waiting for someone to approach him.
>From here, it's up to the Investigators. The gang will wait untill
11:30 before leaving. If the investigators want to approach the nazi
biker gang, they will be asked what business they have with them. They
will not be surprised if someone claims to work for Slims, since Slims
was so old. Unless the Investigators made it public knowledge to the
police and the media, the gang will not know of Slim's death.
If the investigators harrass the gang, the gang will back down,
knowing that they don't want to cause trouble inside the Club. They
will invite the Investigators outside for a fight, however. If the
Investigators identify themselves as law enforcement types at any
time, the gang will leave the bar, get on their bikes and roar
off. They will not mess with police.
THE CHASE
Should the Investigators wait to follow them, you should begin the
following scene. Require a few Drive Auto rolls to stay secretive. If
they fail, the biker gang will notice the followers, and just speed up
to avoid them. If this happens, there will be a chance policeman on
the spot to pull them over. If the Investigators pull over as well,
the police will order them to continue on their way.
Should the Investigators lose the bikers, the bikers should still
get pulled over for speeding. That way, if your Investigators listen to
police band radio, they will know where to go to pick up the following
again.
After getting pulled over, the gang will pull their bikes onto a faster
lane. Require more Drive Auto rolls. If all are successfull, then
proceed to the NOAR house section. If they are unsuccessfull and
spotted, proceed.
The first thing the bikers will do is speed up a bit. Naturally the
Investigators will as well, to keep up. Bubba "DickBrick" Shews will
then reach into the front of his pants, remove a large brick, and
heave it at the Investigator's front window. Call for Luck rolls and
Drive Auto rolls. Investigator with the worst Luck in front seat gets the
brick to the face. The Drive Auto roll is for controlling the
car.
If it fails, roll 1d10
1 Vehicle Swerves, 1d3 other drivers ran off road.
2 Car swings out in front of bus. Bus crashes. 1d10 are dead and news
rushes to scene.
3 Vehicle slams into car beside it. Car takes damage. From now on,
-20% Drive Auto in car.
4 Vehicle's breaks break. Investigators learn this when they try to
use them.
5 Vehicles wobbles along road and loses some speed.
6 Spinout. 1d3 damage whiplash.
7 Flying Glass distraction causes crash, inflicting 1d6 to each
occupant.
8 Fender Bender, 1d6 inflicted to each occupant.
9 Tire pops from glass, light crash into pole or something simular,
1d3 damage to each occupant.
10 Flying glass damage to front seat passengers, 1d3-1 damage.
If the Investigators start firing at any time, the gang will stop
fighting and roar their bikes ahead, trying to get back to their
house. If not, the bikers will continue to fight will melee.
If the bikers continue, those with chains will try and lash out at the
side windows of the Investigators' car. After doing this, they'll
speed ahead and try to race home, as if the investigators had shot at
them.
While they race home after being shot at, there is a 30% chance with
each shot that they will begin firing back. Fallen comrades on the
bikers' side go down. See the stats at the end of the scenario.
THE NOAR HOUSE
This final section can be broken down into several parts, depending on
the Investigator's actions. If the investigators got in a
chase/fight, and arrived here, then go to Standoff. If the
Investigators got here by following quietly, go to Stealth.
The original plan was for a contact of NOAR to arrive at 4:00 am in
the morning, with a specially-made mythos artifact. It's a solid gold
ring, through which one can push very small objects through and send
them to the Court of Azathoth, where Varo will recieve them. The
bikers were going to roll up the papers one by one, and send them
through the device to Varo for a reward, one Varo planned not to
give. The contact is simply a member of the biker group, spending his
time out and about making the device. When he sees what is going on in
the distance at the house, he will not arrive, instead moving to
Brazil to join a nice missionary movement.
Standoff
The Investigators have angered the NOAR; as they arrive at the house,
they drive their bikes into the garage, shutting it before the
Investigators can enter. The house is locked up, and the bikers inside
go for their gun collection. They will shoot out windows and so on,
trying to pop one of the Investigators.
Chances are the police will arrive, if they haven't already, to help
the Investigators (assuming they identify themselves properly).
Imagine a repeat of Waco. When firing at the garage, there is a 40%
chance of hitting a gas drum and causing an explosion. There might be
up to 1d3 bikers close enough to die by explosion, depending on the
Keeper really. Once that happens, the house will steadily burn.
Firemen trying to help will be fired upon, and there is enough ammo
for a very sustained fire fight.
The number of Police that show up is up to the Keeper. This is a
very free and easy scene to run; I personally plan to wing it! :P
Once the firefight is over--if the papers haven't been sent to
Azathoth's court, burned, shot, or taken away--the investigators may
retrieve them, pretty much completing their assignment.
Stealth
So your Investigators decided to be sneaking and cautious eh? Well,
from here they have a number of options. They arrive after the gang,
who leisurely enter their garage and leave it wide open.
Investigators might be able to sneak through the house (plenty of
Sneak and Hide rolls to be called up for) and can get the papers while
the biker gang watches WMW championship next door (Yes, that's Women's
Mud Wrestling championship). Once they have the papers, you can play
dirty and choose that time for the contact to arrive and for everyone
to head into the house. A gunfight inside the house might be more
interesting, and it's up to the Keeper if the Police arrive.
Naturally, the Investigators can come up with an array of plans.
However, if they call the police themselves, or more backup, just
move straight to the Standoff.
CONCLUSION
Depending on what you did, there are naturally several possible
conclusions. For example, if the NOAR get the papers to the Court and
are not stopped, all of them will be dead by morning, torn to pieces.
There will be a section on the news, but it is of little importance. As
a reward, Varo sent Dimensional Shamblers and some other icky things to
tear up the NOAR, keeping them silent.
As for Slim, unless the Investigators made a big deal of it he is
eventually found, and a small obituary is made up in the paper.
As for the Fate, they don't interfere in anything after the attempt on
the investigators to get their papers.
As for Carrie, she could possibly become a DG Friendly.
APPENDIX ONE: STATS
CARRIE SLIMS: A nice young woman, around 25 or 26. She is a highly
requested lawyer, with blonde hair and brown eyes. She might become a
DG Friendly if the Investigators play their cards right.
STR 10 CON 14 SIZ 11 INT 15 POW 12
DEX 9 APP 14 EDU 16 SAN 60 HP 12
Skills: Law 70%, Whimper, sniffle, and cry 45%, Whack Investigator
with heavy briefcase full of legal documents 60% (1d6 damage).
TWO FATE CRONIES: Jacques and Fernandez both got assigned this job and
would rather be watching the Club. They are simple underlings of no
importance, and the Fate didn't want to attract much attention. They
drank heavily before leaving for the Investigators's residency, so
might need a untimely bathroom break. Use the stats for both, except
where noted with slash marks. First is Jacques, second is Frenandez.
STR 15 CON 15 SIZ 13 INT 8/9 POW 10
DEX 10/13 APP 9/11 EDU 9 SAN 50 HP 14
Skills: Crowbar 60% (1d8 damage), Blackjack 65% (1d8 damage), Get away
when shots are fired 80%.
BUBBA "BRICKDICK" SHEWS & GANG: Bubba got his nickname from the
conceiled brick in his pants, used to chase off followers. Use the
stats for all 10 gang members, except where noted with slashes. First
number is gang member, second is Bubba. Only Bubba is the true
worshipper of Varo, the rest just follow him out of fear.
STR 14 CON 12 SIZ 12/16 INT 10 POW 13
DEX 12/9 APP 12/9 EDU 8 SAN 20/0 HP 12/14
Skills: Throw Brick 85%, Handgun 70% (9mm revolvers and automatics,
1d10), .357 Magnum 1d8+1d4), Shotgun 60% (12 gauge pump, 4d6/2d6/1d6),
Machine Gun (Mac-10 1d8. Only Bubba has this.)
YOUR EVERYDAY POLICE MAN: Look on Delta Green Page #179, Second
Edition.
APPENDIX TWO: CRY.SYS'S PGP PUBLIC KEY
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-----END PGP PUBLIC KEY BLOCK-----
--