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[[File:SWD5.SKOTOR.jpg]]
 
[[File:SWD5.SKOTOR.jpg]]
 
== STAR WARS -- KNIGHTS OF THE OLD REPUBLIC ==
 
== STAR WARS -- KNIGHTS OF THE OLD REPUBLIC ==
<font size=3><center>'''Episode I'''  
+
<font size=3>'''Episode I'''  
  
 
'''The Dathomir Darkness'''</font size>
 
'''The Dathomir Darkness'''</font size>
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Empire is searching for a dark secret on this </br>
 
Empire is searching for a dark secret on this </br>
 
half-forgotten world, a secret that might spell doom </br>
 
half-forgotten world, a secret that might spell doom </br>
for not only the Republic but life itself within the Universe...</br></center>
+
for not only the Republic but life itself within the Universe...</br>
  
 
== BASIC SET UP ==
 
== BASIC SET UP ==
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Dathomir is a lush jungle world also full of a number of fresh water lakes, mountains and shallow seas. The weather is generally pleasent although large storms can hit various parts of the planet during different seasons. Czerka Corp has one Space Port on the planet called '''''Footfall''''' which is also the name of the planets only settlement in the northern hemisphere where their main corporate headquarters is located and most of the miners are based.  
 
Dathomir is a lush jungle world also full of a number of fresh water lakes, mountains and shallow seas. The weather is generally pleasent although large storms can hit various parts of the planet during different seasons. Czerka Corp has one Space Port on the planet called '''''Footfall''''' which is also the name of the planets only settlement in the northern hemisphere where their main corporate headquarters is located and most of the miners are based.  
  
There are also a few shattered Human primitive cultures in the southern hemisphere who are believed to originated from an ancient colony that fell to barbarians in ages past. Czerka has little to no contact with them as they do not mine in that area.
+
There are few shattered Human primitive cultures in the southern hemisphere who are believed to originated from an ancient colony that fell to barbarians in ages past. Czerka has little to no contact with them as they do not mine in that area.
  
 
The Republic Survey Guild team is made up of four members and a translator droid able to communicate with the Kwi. The heroes are to make contact with them and Czerka corp to try and resolove the situation before the natives are massacured by the mercs.
 
The Republic Survey Guild team is made up of four members and a translator droid able to communicate with the Kwi. The heroes are to make contact with them and Czerka corp to try and resolove the situation before the natives are massacured by the mercs.
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== THE HEROES ==
 
== THE HEROES ==
 
{| class="wikitable"
 
{| class="wikitable"
| '''NAME''' || '''PLAYED BY''' || '''CLASS/LEVEL''' || '''SPECIES''' || '''HP''' || '''AC'''
+
| '''NAME''' || '''PLAYED BY''' || '''CLASS/LEVEL''' || '''SPECIES''' || '''HP''' || '''AC''' || '''NOTES'''
 
|-
 
|-
| [https://wiki.rpg.net/index.php/StarWars_for_5ed/Caron_Halla  '''Caron Halla'''] || @Stormraven || Scoundrel 5 || Human || 44 || 18
+
| [[xc | '''x''']] || @Stormraven || x/5 || Human || 10 || 15 || x
 
|-
 
|-
| [[Vin Bolso | '''Vin Bolso''']] || @thebigh || Scout 5 || Human || 54 || 20
+
| [[xx | '''x''']] || @thebigh || x/5 || Human || 10 || 15 || x
 
|-
 
|-
| [[Lykka Sataar | '''Lykka Sataar''']] || @Gremlin || Jedi 5 || Mirialin || 49 || 20/19* 
+
| [[xx | '''x''']] || @Gremlin || x/5 || x || 10 || 15 || x
 
|-
 
|-
| [[Aesix_Goddeq_StarWarsKOTOR_PBP_game | '''Aesix Goddeq''']] || @jmucchiello || Jedi-5 || Zabrak || 54 || 21/19*
+
| [[xx | '''x''']] || @Nate_MI || x/5 || x || 10 || 15 || x
 
|-
 
|-
| NPCs :(
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| [[xx | '''x''']] || @Llayne || x/5 || x || 10 || 15 || x
 
|-
 
|-
| [[Misiahl Kuzef | '''Misiahl Kuzef''']] || @Naphthalim || Soldier 5 || Miraluka || 64 || 18
+
| [[xx | '''x''']] || @ || x/5 || x || 10 || 15 || x
|-
 
| [[Jarim Dso | '''Jarim Dso''']] || @Nate_MI || Jedi 5 || Mol Calmari || 44 || 17
 
 
|-
 
|-
 
|}
 
|}
: * ''without an ignited lightsaber.''
 
 
[[File:SWD5.theHeroes.jpg]]
 
[[File:SWD5.theHeroes.jpg]]
 
=== Hero's Ship & Droid Ally ===
 
=== Hero's Ship & Droid Ally ===
The heroes have been assigned a Republic Transport ship to take them there. If no one has piloting and/or computer use (to plot a course) there is an NPC Astromech Droid (T3-D1 "Ted"; see below) that can preform these functions.
+
The heroes have been assigned a ship to transport them there. If no one has piloting and/or computer use (to plot a course) there is an NPC Astromech Droid (T3-D1 "Ted"; see below) that can preform these functions.
  
'''KT-600 Light Freighter'''[https://i.pinimg.com/564x/4d/f8/3a/4df83a94a315767daa24c57ba5ce8b2d.jpg]</br>
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'''XL-Class Light Freighter'''[https://i.pinimg.com/564x/33/6d/2a/336d2aa913bdecb78ca2058caf771577.jpg]</br>
 
'''Colossal Transport'''</br>
 
'''Colossal Transport'''</br>
'''Man/Atk mod''' -6/+2; '''Senses''' sensors +2; '''AC''' 12 (armor +8) + pilot’s Dex or Int mod (max +2); '''HD''' 10, '''HP''' 200, '''Hardness''' 12, '''SR''' 15, '''Threshold''' 62; '''Speed''' 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); '''Strength bonus''' +22; '''Abilities''' Str 44, Dex 10, Int 14; '''Crew''' 3 (min 1 w/no gunners), '''Passengers''' 6, '''Cargo''' 80 tons, '''Consumables''' 2 months; '''Availability''' Licensed, '''Cost''' 150,000; '''Hyperdrive''' x2 (navcomputer), backup x12</br>
+
'''Man/Atk mod''' -6/+2; '''Senses''' sensors +2; '''AC''' 12 (armor +8) + pilot’s Dex or Int mod (max +2); '''HD''' 10, '''HP''' 200, '''Hardness''' 15, '''SR''' 15, '''Threshold''' 76; '''Speed''' 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); '''Strength bonus''' +22; '''Abilities''' Str 44, Dex 10, Int 14; '''Crew''' 2, '''Passengers''' 6, '''Cargo''' 80 tons, '''Consumables''' 2 months; '''Availability''' Licensed, '''Cost''' 150,000; '''Hyperdrive''' x1.5 (navcomputer via hyperspace buoys), backup x12</br>
'''Weapons''': Two Duel linked laser cannons Turrets (two gunner turrets): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)</br>
+
'''Weapons''': Duel linked laser cannons (gunner turret): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)</br>
  
  
'''2nd Degree T3 Astromech Droid''' (T3-C3 'Tac-ee'[https://static.wikia.nocookie.net/swfanon/images/f/fb/T3-NEGD.jpg/revision/latest?cb=20090412025215]), ''Small sized droid Scout 3''</br>
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'''2nd Degree T3 Astromech Droid''' (T3-D1 'Ted'[https://static.wikia.nocookie.net/swfanon/images/f/fb/T3-NEGD.jpg/revision/latest?cb=20090412025215]), ''Small sized droid Scout 3''</br>
 
'''Destiny Points''' 3 (1d4+1), '''Dark Side''' 0</br>
 
'''Destiny Points''' 3 (1d4+1), '''Dark Side''' 0</br>
'''Armor Class''' 17 (unarmed)</br>
+
'''Armor Class''' 16 (unarmed)</br>
 
'''Hit Points''' 34 (HD 3d8, Second Wind 1d8+3); '''Damage Threshold''' 17 (recovery +4, begining of the round)</br>
 
'''Hit Points''' 34 (HD 3d8, Second Wind 1d8+3); '''Damage Threshold''' 17 (recovery +4, begining of the round)</br>
 
'''Speed''' 20 feet (wheels)</br>
 
'''Speed''' 20 feet (wheels)</br>
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'''Saving Throws''' Dexterity +3, Wisdom +4</br>
 
'''Saving Throws''' Dexterity +3, Wisdom +4</br>
 
'''Proficiencies''' Pistol, Rifle, Simple; Light Armor</br>
 
'''Proficiencies''' Pistol, Rifle, Simple; Light Armor</br>
'''Skills''' Computer Use +7, Galactic Lore +5, Investigation +5, Mechanic +7, Perception +4, Pilot +3, Techology +5, Thievery +5</br>
+
'''Skills''' Computer Use +7, Galactic Lore +5, Investigation +5, Mechanic +7, Perception +4, Pilot +3, Techology +5</br>
'''Feats''' Shake it Off (recover from reeling at beginning of round), Skill Expertise (Computer Use, Mechanic), Skill Proficiency (Technology and Thievery), Tech Specialist (create upgrades to tech), Z-G Training (not at disadvantage in zero gravity)</br>
+
'''Feats''' Shake it Off (recover from reeling at beginning of round), Skill Expertise (Computer Use, Mechanic), Skill Proficiency (Technology), Tech Specialist (create upgrades to tech), Z-G Training (not at disadvantage in zero gravity)</br>
 
'''Talents''' Fast Repairs (half rounds for jury-rig or restore/reroute power), Jurry Rig (advantage with Mechanics to do short term fixes), Mechanic (double HP restored with mechanics check) </br>
 
'''Talents''' Fast Repairs (half rounds for jury-rig or restore/reroute power), Jurry Rig (advantage with Mechanics to do short term fixes), Mechanic (double HP restored with mechanics check) </br>
 
'''Senses''' ''passive'' perception 14; '''Languages''' Binary, Basic (understand only), Duros (understand only)</br>
 
'''Senses''' ''passive'' perception 14; '''Languages''' Binary, Basic (understand only), Duros (understand only)</br>
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'''ACTIONS'''</br>
 
'''ACTIONS'''</br>
 
'''''Stun Pistol'''''. (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+2 energy. Stun Only. Range 50/300ft</br>
 
'''''Stun Pistol'''''. (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+2 energy. Stun Only. Range 50/300ft</br>
'''Extra Gear''': Built in Navcompuer and Repair Kit. Also has the hyperspace route to Dathomir  from the Duros Trade Run bouy system (via Bespin). To plot the final course through the Navcompture is a DC20 with this data (it would be a 30 without it or an Advanced Navocompture system).
+
'''Extra Gear''': Built in Navcompuer and Repair Kit.
  
 
== OTHER NOTES ==
 
== OTHER NOTES ==
 +
OTHER SPECIES OF THE OLD REPUBLIC AND BEYOND
 +
 +
'''ARDENNIAN SPECIES TRAITS'''</br>
 +
'''Ability Score Modifier''': +2 to Dexterity, +1 to Wisdom</br>
 +
'''Small Sized and Speed''': base speed 25 feet. As a small sized creature, Ardennian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br>
 +
'''Darkvision''': Ardennian has darkvision out to 60 feet.</br>
 +
'''Expert Climbers''': Due to using all four of their flexible arms and their manipulative feet, the Ardennian have advantage on Strength (Athletic) checks when climbing. Furthermore, if any of these skill checks is a 9 or less, the Ardennian treats these rolls at if they rolled if was a 10. Climbing does not count as double movement for their Speed nor does it provide others with advantage against them. </br>
 +
'''Four Armed and Hand-like Feet''': Ardennian have an additional set of arms and they can use their feet can act as additional hands when not moving. They may interact with an additional object or feature of the environment for free during your turn. They can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. They gain +2 with grapple tests due to their extra arms. Their hands can be used for other tasks, such as opening doors, carrying lamps or comlinks, using tools, etc. without difficulty when they are not holding weapons. If not moving (Speed 0) and when not carrying any additional items the Ardennian gains +2 bonus to any skill that the GM deems would benefit from multi-limbs. Example could include Computer Use, Drive, Mechanic, Pilot, etc.</br>
 +
''Languages'': Basic and Ardennesse</br>
 +
 
=== Dathomir Data File ===
 
=== Dathomir Data File ===
 
[[File:SWD5.Dathomir.jpg | 500px]]
 
[[File:SWD5.Dathomir.jpg | 500px]]
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'''Sector''': Quelli sector</br>
 
'''Sector''': Quelli sector</br>
 
'''System''': Dathomir system</br>
 
'''System''': Dathomir system</br>
'''Suns''': 1- Domir (Red Giant)</br>
+
'''Suns''': 1- Domir</br>
 
'''Moons''': 4</br>
 
'''Moons''': 4</br>
 
'''Trade routes''': None</br>
 
'''Trade routes''': None</br>
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'''Gravity''': Slightly below Standard</br>
 
'''Gravity''': Slightly below Standard</br>
 
'''Primary terrain''': Jungle, with many canyons and valleys, massive caves, cliffs, forests, hills, mountains, rivers, swamps, tar-pits, and a few ice caps.</br>
 
'''Primary terrain''': Jungle, with many canyons and valleys, massive caves, cliffs, forests, hills, mountains, rivers, swamps, tar-pits, and a few ice caps.</br>
'''Points of interest''': Dreaming River (said to cause various halluinations from those that drink from it. The Czerka has banned anyone of their employees from during so but the effects seem fairly mild and non-addicitve), Grey Wound (a very large canyon that cuts through much of the southern hemesphere), Howling Mountain (where most of Czerka is conducting their mining operations at. Gets it name from the strange howling like sounds that echo through the mountains), Red Cliffs (south of the Howling Mountains and very distrintive colored rocks here that almost appear to be blood), the Swamplands (farther south of the Red Cliff, a very extensive and massive salt water swamp that extended to the sea serveral hundred miles southward).</br>
+
'''Points of interest''': Dreaming River (said to cause various halluinations from those that drink from it. The Czerka has banned anyone of their employees from during so but the effects seem fairly mild and non-addicitve), Great Canyon (large canyon that cuts through much of the southern hemesphere), Red Hills (south of the Singing Mountains and very distrintive colored flora here), Singing Mountain (where most of Czerka is conducting their mining operations at), the Swamplands (farther south of the Red Hills, a very extensive and massive salt water swamp that extended to the sea serveral hundred miles southward).</br>
 
'''Unusal Features''': Much of the world's land masses and seas are covered by a thick reddist tinted mist perpetually, even during heavy storms. The coloration is caused by the Red Gaint Sun of the system. Most of the planet has not mapped or properly surveyed due to this phenomenon.</br>
 
'''Unusal Features''': Much of the world's land masses and seas are covered by a thick reddist tinted mist perpetually, even during heavy storms. The coloration is caused by the Red Gaint Sun of the system. Most of the planet has not mapped or properly surveyed due to this phenomenon.</br>
 
'''Flora''' (known): Brula fruit, Bleeding Gut, Blue coral, Fire lichen, Grave Thorn, Hydraatis, Mushling, various unidentified fungus and mulusks.</br>
 
'''Flora''' (known): Brula fruit, Bleeding Gut, Blue coral, Fire lichen, Grave Thorn, Hydraatis, Mushling, various unidentified fungus and mulusks.</br>
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With so little exploration or the planet most of it is a mystory along with most of the animal and plant life that might be found here.
 
With so little exploration or the planet most of it is a mystory along with most of the animal and plant life that might be found here.
 
=== Other Species of the Old Republic and Beyond===
 
'''ARDENNIAN SPECIES TRAITS'''[https://www.pinterest.com/pin/822540319417884728/]</br>
 
'''Ability Score Modifier''': +2 to Dexterity, +1 to Wisdom</br>
 
'''Small Sized and Speed''': base 25 feet. As a small sized creature, Ardennian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br>
 
'''Darkvision''': Ardennian has darkvision out to 60 feet.</br>
 
'''Expert Climbers''': Due to using all four of their flexible arms and their manipulative feet, the Ardennian have advantage on Strength (Athletic) checks when climbing. Furthermore, if any of these skill checks is a 9 or less, the Ardennian treats these rolls at if they rolled if was a 10. Climbing does not count as double movement for their Speed nor does it provide others with advantage against them. </br>
 
'''Four Armed and Hand-like Feet''': Ardennian have an additional set of arms and they can use their feet can act as additional hands when not moving. They may interact with an additional object or feature of the environment for free during your turn. They can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. They gain +2 with grapple tests due to their extra arms. Their hands can be used for other tasks, such as opening doors, carrying lamps or comlinks, using tools, etc. without difficulty when they are not holding weapons. If not moving (Speed 0) and when not carrying any additional items the Ardennian gains +2 bonus to any skill that the GM deems would benefit from multi-limbs. Example could include Computer Use, Drive, Mechanic, Pilot, etc.</br>
 
''Languages'': you can speak, read and write in Basic and Ardennesse</br>
 
 
 
'''ARKANIAN SPECIES TRAITS'''[https://swrpggm.com/arkanian/]</br>
 
'''Ability Score Modifiers''': +2 to Intelligence, -2 to Charima and +1 to Two other Attributes of the player's choice, due to extensive genetic manipulations. Seeing themselves and the pinical of evolution and treating all other species as lesser beings makes them rather unpersonable. Alternatively those that reject this manipulation they gain +2 to Intelligence only.</br>
 
'''Medium Sized and Speed''': base 30 feet</br>
 
'''Cold Resistance''': hailing from the frozen planet of Arkania the Arkanians have natural resistance from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br>
 
'''Darkvision''': Arkanian can see in total darkness out to 60 feet</br>
 
'''Upgraded Enhancements''': as it is not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics, they can start with up to 2 points of Strain in Cybernetics at no cost in credits. Those that reject this aspect of their species instead gain a bonus Feat of their choice so long as they qualify for it.</br>
 
''Languages'': you can speak, read and write in Basic and Arkanesse</br>
 
 
 
'''ARKANIAN OFFSHOOT SPECIES TRAITS'''[https://www.pinterest.com/pin/844002786409078385/]</br>
 
'''Ability Score Modifers''': +2 to any one Attribute of choice and +1 to one additional Attribute of player's choice.</br>
 
'''Medium Sized and Speed''': base 30 feet</br>
 
'''Cold Resistance''': also from the frozen planet of Arkania the Offshoots have natural resistance from extreme colds. As Arkanian, their offshoots have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br>
 
'''Darkvision and Low-Light Vision''': Arkanian Offshoots can see in total darkness out to 60 feet and ignore Dim light penalties.</br>
 
'''Genetic Manipulation''': As the Arkanian Offshoots have been specifically created to serve various roles within Arkanian society (as slaves of course) they gain a bonus Feat of their choice for free to somewhat reflect this roll. </br>
 
''Languages'': you can speak, read and write in Basic and Arkanesse</br>
 
 
 
'''FEEORIN SPECIES TRAITS'''[https://www.pinterest.co.uk/pin/564849978238621370/]</br>
 
'''Ability Score Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Wisdom</br>
 
'''Medium Sized and Speed''': base 30 feet</br>
 
'''Continue to Grow all their Lives''': The Feeorin have the unusal biology of growing stronger even while their bodies age up until their deaths. They suffer no ill effects from age to their strength. They also have advantage with Strength saving throws ''and'' Strength (Athletic) skill checks. </br>
 
'''Great Fortitude''': Feeorin gain +2 with Constitution saves.</br>
 
'''Survivorist''': Feeorin have learned how to survive almost anywhere after being forced off their homeworld thousands of years ago when it was destroyed. They gain proficiency with the Wisdom (Survival) skill and also have Advantage with it when making skill checks of it. </br>
 
''Languages'': you can speak, read and write in Basic and Feeorinesse</br>
 
 
 
'''KHIL SPECIES TRAITS'''[https://www.pinterest.com/pin/396527942177735686/]</br>
 
'''Ability Score Modifiers''': +1 to Intelligence, +2 to Charisma</br>
 
'''Medium Size and Speed''': base move of 30 feet</br>
 
'''Bonus Skill''': start with proficiency in any Skill of choice for free. The Khil are a dedicated and ambitious people, with little tolerance for laziness or time-wasting. </br>
 
'''Hullepi Feeders''': the Khil can draw part of their nutrional needs through the air and thus only require a fourth of the food and water required to survive and maintain health.</br>
 
'''Natural Musicians''': As the Khil breath through their hullepi tentacles that hang from their mouths they can produces increadible sounds and music from them. They have advantage with Charisma (Performce) skill checks.</br>
 
'''Strong Willed''': Khil gain +2 to their Wisdom saving throws. </br>
 
''Languages'': you can speak, read and write in Basic and Khilese.</br>
 
 
 
'''SELKATH SPECIES TRAITS'''[https://www.pinterest.com/pin/725572189935905827/]</br>
 
'''Ability Score Modifiers''': +2 to Wisdom</br>
 
'''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 30 feet.</br>
 
'''Breathe Underwater''': as amphibious creatures, Selkath cannot drown in water.</br>
 
'''Diplomates''': due to the presence of the kolto on their homeworld of Manaan (in the Old Republic this is the only source), traders and diplomats flocked to their world. As such all Selkath learn how to deal with others from a very young age. They have proficiency in Charisma (Persuasion) for free.</br>
 
'''Expert Swimmers''': a Selkathi has advantage when using Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Selkath treats these rolls at if they rolled a 10.</br>
 
'''Low-Light Vision''': Selkath can see perfectly fine in Dim light conditions.</br>
 
'''Natural Healers''': Selkath gain advantage whenever they are making a Wisdom (Medicine) skill check. </br>
 
''Languages'': you can speak, read and write in Basic and Selkath</br>
 
 
=== Hyperspace Travel Notes for the Old Republic Era ===
 
During this time period of the Old Republic most hyperspace travel is conduced along trade routes that have numbers hyperspace bouys that help assist starship to travel through hypersoace. The more dangerous way is using advanced Navcomputers (for the time) to help establish routes. These routes don't last long as astrological bodies more and hyperspace anomalies form and fade. This is why the hyperspace bouys are so important and need constant upgrades for safe travel.
 
 
Starfighters of this era do not posses hyperspace engines but still include a combat-mech droid to assist the pilot during combat, etc. Astromech droids of the time and advanced Navcomputers can hold one to two navigation plots for non-hyperspace point between two points along a nonbouy route but there is still a danger to travel on them. These system can also help plot normal routes via the bouy systems.
 

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