Jump to content

yeti1069

Members
  • Content Count

    626
  • Joined

  • Last visited


Reputation Activity

  1. Like
    yeti1069 reacted to Richardbuxton in Zombies   
    That’s quite good, I like it. Minions get really tough if you do that but for rivals it’s great.
    There sort of needs to be a modular toolkit for zombies since they vary so much:
    Basic Zombie (Minion):
    2 1 1 2 1 1
    WT: 4, Soak: 2, Def: 1
    Abilities: Immune to disease and poison. Does not need to eat, sleep, or breath.
    Attack: Brawl, Damage +1, Crit 4, Ensnare 1.
    Step 1: Characteristics
    Increase 2 Characteristics by 1 or 1 by 2.
    Step 2: Skills
    The Zombies gain the following group skills; Brawl or Melee, Cool or Vigilance.
    Choose one of the following to also be a group skill; Athletics, Coordination, Perception, Resilience.
    Step 3: Abilities 
    Choose 2 of the following abilities
    Swift: don’t suffer the usual penalties for moving through difficult terrain 
    Grapple: Spend a maneuver to force engaged enemies to have to spend two maneuvers instead of one to disengage.
    Implacable: Exceeding a zombie's wound threshold has no effect: They do not become incapacitated or die, and they do not suffer a critical injury. The only way to kill a zombie is to score a critical hit. Damage from Fire and Magic affects the Zombies like normal.
    Aversion to light: add 3 setback dice to all checks when in bright light. Choose an additional ability.
    Light Bane: Suffer a Critical every round a Zombie is in bright light. Choose an additional ability.
    Pack Animal: Zombies always provide two boost when providing unskilled assistance or performing the assist manoeuvre.
    Infected: Any Crit caused by these Zombies can instead be used to infect the target with the Zombie virus of the setting.
    Natural Weapons: Wether claws or fangs these zombies have a nasty natural weapon. Replace the standard attack with the following Brawl: Damage +3, Crit 2, Ensnare 1.
    Ponderous: These Zombies may never perform more than one move manoeuvre in a single round. Choose an additional ability.
  2. Like
    yeti1069 got a reaction from Richardbuxton in Zombies   
    @emsquared's idea of zombies being unkillable except via a critical I also like. That would do a good job of simulating the first encounter characters in films have with zombies, where they hit them, shoot them, etc...but their efforts have no effect, until someone finally headshots one.
    Implacable Zombie
    2, 2, 1, 2, 1, 1
    WT 4, ST 3, Def 0|0
    Group Skills: Brawl, Cool, Vigilance (I want one more skill here...Athletics maybe, since we see them climbing and breaking through stuff often, but we never see zombies jumping or swimming, and only certain flavors of zombie run; Stealth doesn't really fit, since we often hear zombies moaning, although they can be surprising often, which makes me think Stealth might be a way to go; Perception maybe? They're often depicted as being drawn to sounds, smells, or living beings; Resilience?)
    Abilities:
    Grapple--Spend a maneuver to force engaged enemies to have to spend two maneuvers instead of one to disengage.
    Implacable--Exceeding a zombie's wound threshold has no effect: they do not become incapacitated or die, and they do not suffer a critical injury. The only way to kill a zombie is to score a critical hit.
     
    These zombies are "sticky" and tough to kill: you need to land a critical, otherwise they just keep on coming.
  3. Like
    yeti1069 got a reaction from Richardbuxton in Zombies   
    So, I think the thing zombies need is something to make them scary en masse. Yes, minion groups get additional skill ranks, but one thing that seems fairly iconic to zombies is they grab hold. They need some grapple mechanic, I think. Or, they need a diseased wound mechanic that can turn someone into a zombie over time, although I'm not sure that would end up being a true threat in this system with the way medicine and spells work.
    There's the Grapple talent, which might do the trick, except that it doesn't really do anything on its own, except maybe eat up strain, which I guess is zombies wearing you down:
    Zombies engage with character as a maneuver, downgrade an action to Grapple.
    Player spends two maneuvers to disengage.
    However, if you have a second zombie group, and they engage and grapple, the character may be stuck, unless the GM rules they can disengage from both as one maneuver normally. This kind of gets the zombie flavor: against a few zombies, if you're surprised, or get caught up with them, more are going to begin to swarm you, and then you're in trouble.
  4. Like
    yeti1069 got a reaction from Richardbuxton in Genesys Talents Expanded   
    My issue with Charge is that the failure condition may not actually mean anything. Combat here is a bit more abstract, so ending up at short range doesn't necessarily mean you're in any particular other position. It relies heavily on what the GM is doing and how good they are at describing the setting, and managing all the pieces.
    Basically, I see it as, normally you spend a maneuver to engage, then make an attack. If you fail to hit, you are engaged and did no damage. With Charge, you make an attack. If you fail, you (may) still have a maneuver to engage with your target: you are engaged and did no damage. Same number of actions, same results, but the talent gives you a pretty strong option that, if successful essentially gives you a third maneuver on your turn. And even the failure condition could be a boon: if fighting Melee minions or an immobilized enemy, forcing them to take a maneuver, or being out of reach, is a good thing. Then there's the fact this talent seems to ignore difficult terrain...
     
    My point with Shapeshift is that I think it feels more like an additional effect that can be added to the Augment spell, but if that's not the route you want to go, then it would make sense to separate it from magic entirely. 
    Id imagine only characters who have some back story involving shapeshifting would pick up such a talent.
  5. Like
    yeti1069 got a reaction from Suneisha in Death   
    I like the way this system handles critical injuries and death.
    I feel like characters in D&D are often either unconcerned with death, because they have so many hitpoints, or such high-quality healing or defenses, that they're never really at risk of being dropped to enough negative HP to kill them, or they're walking a tightrope where any hit might send them over the brink, and where certain characters are way more likely to randomly die, or be randomly killed.
    For instance, in Pathfinder, an orc wielding a falchion fighting some level 1 characters has a pretty solid chance to outright kill someone. Critical threat on an 18-20 (15%), probably hits on a 10+ (50% success), which is about a 7% chance of scoring a critical hit, and they are doing 2d4+4 damage (avg 9 damage, or 18 on a critical). A character with a starting 12 Con, maybe have only 5 HP at level, and 17 damage kills them outright.  At best, you're looking at 16 HP (18 Con +d12 HD) on a barbarian, so a single critical hit drops them to unconscious, and if they've taken one hit already that may kill them.
    In FFG's system, it's impossible to die in one hit, unless you have an outrageously crit-focused foe, or they roll insanely well (enough triumphs and advantage to activate 7 crits and they roll a 100 on the crit table--1 crit to roll, 6 more to get over 150). However, I do feel like the threat of going unconscious remains a real danger for all characters in nearly every fight, and there is a risk of getting hit with a significant, but not deadly crit.
    I have one player in my game who is scarred (emotionally) because his character lost a hand on the first roll of the first encounter of their first game!
  6. Like
    yeti1069 got a reaction from Tear44 in Death   
    I like the way this system handles critical injuries and death.
    I feel like characters in D&D are often either unconcerned with death, because they have so many hitpoints, or such high-quality healing or defenses, that they're never really at risk of being dropped to enough negative HP to kill them, or they're walking a tightrope where any hit might send them over the brink, and where certain characters are way more likely to randomly die, or be randomly killed.
    For instance, in Pathfinder, an orc wielding a falchion fighting some level 1 characters has a pretty solid chance to outright kill someone. Critical threat on an 18-20 (15%), probably hits on a 10+ (50% success), which is about a 7% chance of scoring a critical hit, and they are doing 2d4+4 damage (avg 9 damage, or 18 on a critical). A character with a starting 12 Con, maybe have only 5 HP at level, and 17 damage kills them outright.  At best, you're looking at 16 HP (18 Con +d12 HD) on a barbarian, so a single critical hit drops them to unconscious, and if they've taken one hit already that may kill them.
    In FFG's system, it's impossible to die in one hit, unless you have an outrageously crit-focused foe, or they roll insanely well (enough triumphs and advantage to activate 7 crits and they roll a 100 on the crit table--1 crit to roll, 6 more to get over 150). However, I do feel like the threat of going unconscious remains a real danger for all characters in nearly every fight, and there is a risk of getting hit with a significant, but not deadly crit.
    I have one player in my game who is scarred (emotionally) because his character lost a hand on the first roll of the first encounter of their first game!
  7. Like
    yeti1069 got a reaction from ZorinIchiona in So what's new with Genesys?   
    Specialization trees are done away with in favor of an open talent-purchasing system, where characters require more talents in lower tiers to buy higher-tiered talents. One the whole, it seems like this lowers the power level of characters considerably. No more buying 2 or more ranks of key talents, like Grit or Toughened, for 5 XP each, and it's much more expensive to get to the really strong stuff.
    For example, in Star Wars, some Specializations might have two Grit talents at tier 1, and maybe another at tier 2, allowing you to buy +3 Strain for 20 XP, and if you are savvy with your Specialization buying, you might be able to stock up on cheaper talents for a pretty low price, over all. Now, Grit costs 5 XP the first time, 10 XP the second, 15 XP the third, and so on, until tier 5, where you can keep buying it for 25 XP...except that you also need to buy talents in lower tiers to keep buying the more expensive Grit, which isn't a direct cost, since you're getting stuff you probably want along the way, but slows things down.
    Tier 5 talents in Star Wars, getting to a tier 5 talent, like Dedication generally cost between 75 and 100 XP. In Genesys, it costs 175 XP. Then, in Star Wars, your next tier 5 talent is just 25 more XP, since you're already at the bottom of your tree (assuming you want the next one over), but in Genesys, the next tier 5 costs another 75 XP each time. Of course, you're buying more tier 1, 2, 3, and 4 talents to get there, but it is necessarily a slower progression.
     
  8. Like
    yeti1069 got a reaction from ZorinIchiona in Genesys Talents Expanded   
    I like Sundering Expertise.
    Improved Sunder is reminiscent of the D&D 3.x feats that build on the basic combat maneuvers (trip, bull rush, overrun, disarm, and sunder). It says: there is a Sunder ability or effect in the game. This let's you do it better.
  9. Like
    yeti1069 got a reaction from ZorinIchiona in Genesys Talents Expanded   
    Maybe instead of Sunder (Improved), just make it Improved Sunder? The first reads like a talent that builds on another talent, whereas the latter (to me) looks like it's referring to the Sunder item quality.
    Other name ideas:
    Smasher
    Talented Sunderer
    Destructor
    Break It All!
    Shatter
    Shatterer
    Sundering Blows
    Master of Sundering
    Break Asunder
     
  10. Like
    yeti1069 got a reaction from ZorinIchiona in Death   
    I like the way this system handles critical injuries and death.
    I feel like characters in D&D are often either unconcerned with death, because they have so many hitpoints, or such high-quality healing or defenses, that they're never really at risk of being dropped to enough negative HP to kill them, or they're walking a tightrope where any hit might send them over the brink, and where certain characters are way more likely to randomly die, or be randomly killed.
    For instance, in Pathfinder, an orc wielding a falchion fighting some level 1 characters has a pretty solid chance to outright kill someone. Critical threat on an 18-20 (15%), probably hits on a 10+ (50% success), which is about a 7% chance of scoring a critical hit, and they are doing 2d4+4 damage (avg 9 damage, or 18 on a critical). A character with a starting 12 Con, maybe have only 5 HP at level, and 17 damage kills them outright.  At best, you're looking at 16 HP (18 Con +d12 HD) on a barbarian, so a single critical hit drops them to unconscious, and if they've taken one hit already that may kill them.
    In FFG's system, it's impossible to die in one hit, unless you have an outrageously crit-focused foe, or they roll insanely well (enough triumphs and advantage to activate 7 crits and they roll a 100 on the crit table--1 crit to roll, 6 more to get over 150). However, I do feel like the threat of going unconscious remains a real danger for all characters in nearly every fight, and there is a risk of getting hit with a significant, but not deadly crit.
    I have one player in my game who is scarred (emotionally) because his character lost a hand on the first roll of the first encounter of their first game!
  11. Like
    yeti1069 got a reaction from GM Hooly in Death   
    I like the way this system handles critical injuries and death.
    I feel like characters in D&D are often either unconcerned with death, because they have so many hitpoints, or such high-quality healing or defenses, that they're never really at risk of being dropped to enough negative HP to kill them, or they're walking a tightrope where any hit might send them over the brink, and where certain characters are way more likely to randomly die, or be randomly killed.
    For instance, in Pathfinder, an orc wielding a falchion fighting some level 1 characters has a pretty solid chance to outright kill someone. Critical threat on an 18-20 (15%), probably hits on a 10+ (50% success), which is about a 7% chance of scoring a critical hit, and they are doing 2d4+4 damage (avg 9 damage, or 18 on a critical). A character with a starting 12 Con, maybe have only 5 HP at level, and 17 damage kills them outright.  At best, you're looking at 16 HP (18 Con +d12 HD) on a barbarian, so a single critical hit drops them to unconscious, and if they've taken one hit already that may kill them.
    In FFG's system, it's impossible to die in one hit, unless you have an outrageously crit-focused foe, or they roll insanely well (enough triumphs and advantage to activate 7 crits and they roll a 100 on the crit table--1 crit to roll, 6 more to get over 150). However, I do feel like the threat of going unconscious remains a real danger for all characters in nearly every fight, and there is a risk of getting hit with a significant, but not deadly crit.
    I have one player in my game who is scarred (emotionally) because his character lost a hand on the first roll of the first encounter of their first game!
  12. Like
    yeti1069 got a reaction from ESP77 in Genesys Talents Expanded   
    I like Sundering Expertise.
    Improved Sunder is reminiscent of the D&D 3.x feats that build on the basic combat maneuvers (trip, bull rush, overrun, disarm, and sunder). It says: there is a Sunder ability or effect in the game. This let's you do it better.
  13. Like
    yeti1069 got a reaction from Grimmerling in Death   
    I like the way this system handles critical injuries and death.
    I feel like characters in D&D are often either unconcerned with death, because they have so many hitpoints, or such high-quality healing or defenses, that they're never really at risk of being dropped to enough negative HP to kill them, or they're walking a tightrope where any hit might send them over the brink, and where certain characters are way more likely to randomly die, or be randomly killed.
    For instance, in Pathfinder, an orc wielding a falchion fighting some level 1 characters has a pretty solid chance to outright kill someone. Critical threat on an 18-20 (15%), probably hits on a 10+ (50% success), which is about a 7% chance of scoring a critical hit, and they are doing 2d4+4 damage (avg 9 damage, or 18 on a critical). A character with a starting 12 Con, maybe have only 5 HP at level, and 17 damage kills them outright.  At best, you're looking at 16 HP (18 Con +d12 HD) on a barbarian, so a single critical hit drops them to unconscious, and if they've taken one hit already that may kill them.
    In FFG's system, it's impossible to die in one hit, unless you have an outrageously crit-focused foe, or they roll insanely well (enough triumphs and advantage to activate 7 crits and they roll a 100 on the crit table--1 crit to roll, 6 more to get over 150). However, I do feel like the threat of going unconscious remains a real danger for all characters in nearly every fight, and there is a risk of getting hit with a significant, but not deadly crit.
    I have one player in my game who is scarred (emotionally) because his character lost a hand on the first roll of the first encounter of their first game!
  14. Like
    yeti1069 got a reaction from RagingJim in Genesys Talents Expanded   
    Making enemies run from an encounter is pretty strong for a tier 1 talent.
    Also, no talents in Genesys or Star Wars currently have requirements like that, so adding something like that seems contrary to the intent of the system.
    Ooh! I like what you guys did with the Turn Undead talents!
  15. Like
    yeti1069 got a reaction from Richardbuxton in So what's new with Genesys?   
    Specialization trees are done away with in favor of an open talent-purchasing system, where characters require more talents in lower tiers to buy higher-tiered talents. One the whole, it seems like this lowers the power level of characters considerably. No more buying 2 or more ranks of key talents, like Grit or Toughened, for 5 XP each, and it's much more expensive to get to the really strong stuff.
    For example, in Star Wars, some Specializations might have two Grit talents at tier 1, and maybe another at tier 2, allowing you to buy +3 Strain for 20 XP, and if you are savvy with your Specialization buying, you might be able to stock up on cheaper talents for a pretty low price, over all. Now, Grit costs 5 XP the first time, 10 XP the second, 15 XP the third, and so on, until tier 5, where you can keep buying it for 25 XP...except that you also need to buy talents in lower tiers to keep buying the more expensive Grit, which isn't a direct cost, since you're getting stuff you probably want along the way, but slows things down.
    Tier 5 talents in Star Wars, getting to a tier 5 talent, like Dedication generally cost between 75 and 100 XP. In Genesys, it costs 175 XP. Then, in Star Wars, your next tier 5 talent is just 25 more XP, since you're already at the bottom of your tree (assuming you want the next one over), but in Genesys, the next tier 5 costs another 75 XP each time. Of course, you're buying more tier 1, 2, 3, and 4 talents to get there, but it is necessarily a slower progression.
     
  16. Like
    yeti1069 got a reaction from Richardbuxton in Death   
    I like the way this system handles critical injuries and death.
    I feel like characters in D&D are often either unconcerned with death, because they have so many hitpoints, or such high-quality healing or defenses, that they're never really at risk of being dropped to enough negative HP to kill them, or they're walking a tightrope where any hit might send them over the brink, and where certain characters are way more likely to randomly die, or be randomly killed.
    For instance, in Pathfinder, an orc wielding a falchion fighting some level 1 characters has a pretty solid chance to outright kill someone. Critical threat on an 18-20 (15%), probably hits on a 10+ (50% success), which is about a 7% chance of scoring a critical hit, and they are doing 2d4+4 damage (avg 9 damage, or 18 on a critical). A character with a starting 12 Con, maybe have only 5 HP at level, and 17 damage kills them outright.  At best, you're looking at 16 HP (18 Con +d12 HD) on a barbarian, so a single critical hit drops them to unconscious, and if they've taken one hit already that may kill them.
    In FFG's system, it's impossible to die in one hit, unless you have an outrageously crit-focused foe, or they roll insanely well (enough triumphs and advantage to activate 7 crits and they roll a 100 on the crit table--1 crit to roll, 6 more to get over 150). However, I do feel like the threat of going unconscious remains a real danger for all characters in nearly every fight, and there is a risk of getting hit with a significant, but not deadly crit.
    I have one player in my game who is scarred (emotionally) because his character lost a hand on the first roll of the first encounter of their first game!
  17. Like
    yeti1069 reacted to TheSapient in Genesys Talents Expanded   
    VERSION 2.0 is now available.
    brought to you by TheSapient, ESP77, Swordbreaker, and Richardbuxton.
    With many new, and many revised talents.  Thanks to the team for their hard work (and really, they put in a TON of time and effort), and to the people who contributed new and exciting talents to this project.
    Version 2.0 (PDF) is Here
    To make small changes for your campaign, you will want THIS WORD FILE.
    You need it in spreadsheet form?  HERE IT IS IN EXCEL.
    You will need to download and install these TTF Genesys Fonts, which were posted HERE.  
    Changelog from Version 1.0 is HERE.
  18. Like
    yeti1069 got a reaction from BlamedCat in Genesys Master Resources List   
    Would you be able to add a page for Magic? I would do it myself, but I have zero experience assembling a PDF.
    I'm thinking it would look a bit like [_] denote fillable spaces:
    MAGIC
    [Spell Name] Concentration? [_] Skills: [___] [Difficulty] [Effect_________]
                                          Additional Effects
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    MAGIC
    [Spell Name] Concentration? [_] Skills: [___] [Difficulty] [Effect_________]
                                          Additional Effects
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
  19. Like
    yeti1069 got a reaction from Richardbuxton in Let's make "spells"   
    I could see adding Burn or Ensnare to the cloud. I'm just leery about adding much by way of damage to this, because that steps on the toes of Attack, or adding Defense, since that steps on the toes of Augment. For the latter, it's kind of reasonable since it affects everyone within the cloud equally, but I personally think the spells should remain as distinct as possible.
    Also, I typed this as Primal only, because I would like to try and offer some specialized options for each of the disciplines a bit. In Genesys core, Arcana ends up ahead, and with some of the additional spells I've seen kicked around, Primal falls kind of behind. Creating a fog seems very much a natural, primal sort of magic.
  20. Like
    yeti1069 got a reaction from ESP77 in Genesys Master Resources List   
    Would you be able to add a page for Magic? I would do it myself, but I have zero experience assembling a PDF.
    I'm thinking it would look a bit like [_] denote fillable spaces:
    MAGIC
    [Spell Name] Concentration? [_] Skills: [___] [Difficulty] [Effect_________]
                                          Additional Effects
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    MAGIC
    [Spell Name] Concentration? [_] Skills: [___] [Difficulty] [Effect_________]
                                          Additional Effects
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
    +[Difficulty] [Name] [Effect_____________]
  21. Like
    yeti1069 got a reaction from ZorinIchiona in Magic Weapons   
    We have the Wraithbane talent, which reduces the crit rating of the weapon by 1 when attacking undead.
    This system doesn't really have damage resistances built into it, although...now you have me thinking about granting some monsters the Reinforced quality innately (Pierce and Breach do not work on them), but allow certain weapon qualities to bypass that.
    I think I would try to keep it simple. Maybe just put in their special abilities that they are treated as having the Reinforced quality against physical attacks. Then make both a weapon quality and a material: the quality could be [Something]Bane, with spend ^ ^ to bypass a creature's Reinforced quality (does not work on Reinforced armor)--may be worth choosing a different name to clean up wording, and avoid confusion. The material would grant this effect all the time, but would probably be expensive.
    I want to say this isn't necessary for Genesys, but they are age-old fantasy tropes, so...
  22. Like
    yeti1069 got a reaction from ZorinIchiona in Magic Weapons   
    Came up with two magic items last night:
    Rhindvuthar's Bane (Melee [light]; Damage 4+Brawn; Critical 3; Range [Engaged/Special]; Superior, Vicious 1, Dragonbane (when this weapon is used to make an attack against a dragon, add a Boost die, reduce the critical rating to 1, and gain Pierce 5)--Special: this weapon may be used to make a Melee [light] attack against a dragon at Short range, using the rules for ranged attacks; you may spend 2 Advantage to have the weapon return to your hand after the attack)
    Rhindvuthar's Nemesis (Magical Platemail): Defense 1, Soak 3, Encumbrance 5, Dragonfoil (when within Medium range of a dragon, this armor gains the Reinforced quality, and increases the advantage required to activate the Burn quality on opponent's attacks by 2)
  23. Like
    yeti1069 got a reaction from ZorinIchiona in Magic Weapons   
    Soliciting ideas for a roguish magic item, not necessarily a weapon, the feels sneak attack-y.
  24. Like
    yeti1069 got a reaction from GroggyGolem in Can you cast Heal on yourself?   
    Submitted the following:
    Questions on the Heal spell:
    1. Can you target yourself? Other spells (Augment, for example) specify that you can, but this does not.
    2. If you CAN target yourself, does the difficulty get increased the way it does when using Medicine on yourself?
    3. Is there any limitation on the amount of healing a character can receive from magic (the way it was limited for the Force Power, for instance)?
    4. Is there any limitation on using Heal to remove Critical Injuries?
     
  25. Like
    yeti1069 got a reaction from Richardbuxton in Can you cast Heal on yourself?   
    Submitted the following:
    Questions on the Heal spell:
    1. Can you target yourself? Other spells (Augment, for example) specify that you can, but this does not.
    2. If you CAN target yourself, does the difficulty get increased the way it does when using Medicine on yourself?
    3. Is there any limitation on the amount of healing a character can receive from magic (the way it was limited for the Force Power, for instance)?
    4. Is there any limitation on using Heal to remove Critical Injuries?
     
×
×
  • Create New...