Warrior
Your path to becoming the warrior you are today was one of absolute discipline. At a young age, you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those that are weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. A versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies. What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.
WARRIOR STACKS
Soldier You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.
Archer An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.
Protector You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.
Commander A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.
After gaining the Warrior Entry talent, you can take talents from any of the warrior stacks.
WARRIOR ENTRY
| Feature | PreReq | Discreption |
|---|---|---|
| Warrior, Class Entry | Prerequisites: Character Level 2 | When you take this entry talent, you gain the following abilities. |
| Battlefield Tactician | You may spend 1 AP on your turn to specify a target within 5 ft of you. Friendly targets within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target. (AWR+1/Recoup) | |
| Warrior Training. If this is your first Class Entry talent, | you gain two specialization talents: one from the defense stack and one from the combat, command, or defense stack. If this is not your first Class Entry talent, you gain one talent from the defense stack. |
ARCHERY TRACK
| Feature | Tags | PreReq | Discreption |
|---|---|---|---|
| ARCHERY FOCUS | Warrior, Archery | Warrior Entry | You gain the Focus Target ability. Focus Target. You may spend 1 AP to specify a target you can see and that is within range of the weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target gains TD on their next attack. |
| SHARPSHOOTER | Warrior, Archery | Warrior Entry
Incompatible: Overwatch |
You ignore Partial Cover against your Focused Target. |
| SNIPER’S NEST | Warrior, Archery | Sharpshooter | You gain an additional +1 to your defenses when firing from Cover, and when attempting to hide while in total cover, you can roll 2d20 and take the higher result. |
| STALKING | Warrior, Archery | Sniper’s Nest | You ignore Concealed, Unseen, and Invisible against your Focused Target while it is within 30 ft of you. |
| IMPECCABLE AIM | Warrior, Archery | Stalking | If you do not take any movement on your turn or your last turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from cover, you can activate Impeccable Aim, gaining +10 to your attack rolls until the end of your turn. |
| SHARPSHOOTER II | Warrior, Archery | Impeccable Aim | If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with your equipped ranged weapon. If you kill that creature, you may make one more additional attack for 0 AP. Subsequent attacks cost AP as normal, even if they are killing blows. |
| SNIPER’S NEST II | Warrior, Archery | Sharpshooter II | On your turn, you can move 5 ft for free. Once per turn, if a ranged attack or spell misses you, you may move 5 ft for free. |
| STALKING II | Warrior, Archery | Sniper’s Nest II | Your range for Stalking increases to half the range of the weapon you have equipped. |
| HEADSHOT | Warrior, Archery | Stalking II | You gain the Headshot ability.
Headshot Declare you are attempting a headshot. Subtract 12 from your attack roll. If you hit, it is considered a crit. (3/Rest) |
| SHARPSHOOTER III | Warrior, Archery | Headshot | Your ranged attacks ignore Resist Physical and ignore the Prone condition. |
| SNIPER’S NEST III | Warrior, Archery | Sharpshooter III | Your benefits from cover cannot be ignored by any other ability or talent, and if you have the high ground you gain an additional source of TA, and all of your defenses gain the benefit from your cover. |
| STALKING III | Warrior, Archery | Sniper’s Nest III | Your range is doubled for ranged weapons against your Focused Target. Additionally, your range for Stalking increases to your equipped weapon’s range. |
| IMPECCABLE AIM II | Warrior, Archery | Stalking III | You may now activate Impeccable Aim without the conditions being met one time. (1/Catch Breath) |
| HEADSHOT II | Warrior, Archery | Impeccable Aim II | Your Headshots now only take a -10 penalty, and you add one additional damage die to your damage roll if you hit. |
| OVER WATCH | Warrior, Archery | Archery Focus
Incompatible: Sharpshooter |
If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon. |
| FOCUS TARGET II | Warrior, Archery | Overwatch | You may now have a number of Focused Targets equal to 1⁄2 your AWR. |
| OVER WATCH II | Warrior, Archery | Focus Target II | When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn. |
| SUPPRESSING FIRE | Warrior, Archery | Overwatch II | You may spend 2 additional AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn. |
| FOCUS TARGET III | Warrior, Archery | Suppressing Fire | Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked. |
| OVER WATCH III | Warrior, Archery | Focus Target III | Focused Targets now additionally trigger reactive attacks for you when they make a melee attack against one of your allies. |
| FOCUS TARGET IV | Warrior, Archery | Overwatch III | You may now have a number of Focused Targets equal to your AWR. |
| COVERING FIRE | Warrior, Archery | Focus Target IV | You gain the Covering Fire ability.
Covering Fire When you hit with an reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 AP to force the creature to roll the attack again and take the lower result. (AWR/Recoup) |
| OVER WATCH IV | Warrior, Archery | Covering Fire | Reactive attacks now cost you 1 fewer AP (min 1). |
| COVERING FIRE II | Warrior, Archery | Overwatch IV | You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack. |
| FOCUS TARGET V | Warrior, Archery | Covering Fire II | Your Focused Targets now gain TD on all their attacks made until the end of their next turn when they are struck by your ranged attack. |
| COVERING FIRE III | Warrior, Archery | Focus Target V | You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack. |
| OVER WATCH V | Warrior, Archery | Covering Fire III | If you crit on a Reactive Attack, you can use Suppressing Fire for free and the target is knocked prone. |
| Warrior, Archery, Capstone | Archery 14 | You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:
You deal double damage Your attacks that hit knock the target prone Striking a Prone target gives them the Pinned condition. (Escape DC = 8+ Your DEX) You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher. Level 30: Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means. |
COMMANDER TRACK
| Feature | Tags | PreReq | Discreption |
|---|---|---|---|
| BATTLEFIELD COMMAND FOCUS | Warrior, Commander | Warrior Entry | Your Battlefield Tactician ability range when choosing a target increases from 5 ft to 20 ft, and you gain the Battle Standard ability. Battle Standard. You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your Battle Standard with 1 AP. It has a base range of 20 ft. All friendly targets within range gain TA on their first attack made on each turn they start in range.
Battle Standards have AR, REF, and FORT of 15. They have 20 HP, DR 20/Fire, and DT 10. Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area. |
| IMPROVED BATTLE STANDARD | Warrior, Commander | Battle Command Focus | Friendly Targets now gain TA on all attacks while within range of your standard. |
| BATTLE STANDARD RANGE | Warrior, Commander | Improved Battle Standard | Your battle standard’s range increases by +10 ft. |
| BATTLE STANDARD RANGE II | Warrior, Commander | Battle Standard Range | Your battle standard’s range increases by +20 ft. |
| BATTLE STANDARD RANGE III | Warrior, Commander | Battle Standard Range II | Your battle standard’s range increases by +30 ft. |
| EXTRA STANDARD | Warrior, Commander | Battle Standard Range III | You gain an additional Battle Standard. This second Battle Standard can be worn as a banner on the warrior’s back, and equipped or stowed using 1 AP. It must be equipped to be planted. |
| REINFORCED STANDARD | Warrior, Commander, Repeatable | Improved Battle Standard | Your Battle Standard gains +10 HP. |
| REINFORCED STANDARD II | Warrior, Commander | Reinforced Standard
Your Battle Standard gains +5 DT. | |
| REINFORCED STANDARD III | Warrior, Commander | Reinforced Standard II | Your Battle Standard gains +5 AR, REF, and FORT. |
| IMPROVISED REPAIRS | Warrior, Commander | Reinforced Standard II | You may repair one Battle Standard when you Take a Rest, even if you are not in a settled area.(1/Week) |
| RALLYING STANDARD | Warrior, Commander | Improved Battle Standard | Allies within range of your standard gain the Rallied condition. |
| RALLYING STANDARD II | Warrior, Commander | Rallying Standard
While allies are Rallied by your Battle Standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range. | |
| UNDER THE BANNER | Warrior, Commander | Rallying Standard II
Whenever you start your turn in range of a Battle Standard, you regain 1 HP while engaged in combat and Bloodied. | |
| UNDER THE BANNER II | Warrior, Commander | Under the Banner | While allies are Rallied by your Battle Standard, they are Protected. |
| UNDER THE BANNER III | Warrior, Commander | Under the Banner II
While allies are Rallied by your Battle Standard, they gain +2 to their mental defenses. | |
| STANDARD BEARER | Warrior, Commander | Improved Battle Standard | You gain a “Standard Bearer” NPC with the stats of a Page. This NPC is under your control and takes its turn immediately following yours. It carries one additional Battle Standard, and cannot attack, but can plant and retrieve Battle Standards. If your Standard Bearer is slain in combat,
you may hire a new one by spending at least 3 days in a populated area and expending 100 sc. |
| STANDARD BEARER II | Warrior, Commander | Standard Bearer | Your Standard Bearer gains HP equal to your number of Warrior talents + your AWR. |
| STANDARD BEARER III | Warrior, Commander | Standard Bearer II | Your Standard Bearer gains +5 ft speed and no longer provokes reactive attacks due to movement. |
| STANDARD BEARER IV | Warrior, Commander | Standard Bearer III | Your Standard Bearer can pull up an allied creature from being Prone by spending one of their monster actions. |
| STANDARD BEARER V | Warrior, Commander | Standard Bearer IV
Your Standard Bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP. On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one talent of your choice as though they were a level 1 Adventurer. | |
| COMMAND | Warrior, Commander | Improved Battle Standard | You gain the Command ability.
```Command``` A willing target who can hear you within 20 ft of you may immediately take one of the following actions of your choice. Attack: (AP Varies) The target immediately makes an attack with a weapon they are holding, gaining TA. This costs you a number of AP equal to what it would cost the target. |
| TO ME! | Warrior, Commander | Command | Your command gains the following option.
Tactical Repositioning: (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you. |
| HOLD! | Warrior, Commander | Command | Your command gains the following options. Hold your Ground: (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn,
and can no longer be moved or knocked prone. Hold yourFire: (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells that they have AP for, if they chose to do so, on their next turn. They can specify a trigger for their attacks or spell casts such as “When an enemy is in range” or “When an enemy attacks”. The commander may suggest a trigger, but the target is not required to use that trigger. |
| FIRE! | Warrior, Commander | Hold! | Your command gains the following option.
Fire!: (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each “volley”, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take thehighest of their three rolls. Players 1 and 2 participate in Volley 2 and 3. |
| FO R WA R D ! | Warrior, Commander | Command
Your command gains the following option: Charge: (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to the Commander. | |
| COMMAND IMPROVEMENT | Warrior, Commander | Command | Movement from your Commands no longer provokes reactive actions while the target is under the effects of a Battle Standard. |
| COMMAND IMPROVEMENT II | Warrior, Commander, Repeatable | Command Improvement
Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range. | |
| COMMAND IMPROVEMENT III | Warrior, Commander | Command Improvement II | Targets of your Command ability may also immediately move up to 5 ft. |
| COMMAND IMPROVEMENT IV | Warrior, Commander | Command Improvement III | Targets must be able to see or hear you to benefit from Command, instead of only hearing you. |
| TACTICIAN’S COMMAND | Warrior, Commander | Command | When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a Battle Standard, it deals +4 damage. |
| BATTLE STANDARD COM M A N D | Warrior, Commander | Tactician’s Command | When issuing a command to a target who is being affected
by your Battle Standard, you spend 1 fewer AP (min 1). |
| IMPOSING BATTLE STANDARD | Warrior, Commander | Battle Standard Command | Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your Battle Standard. |
| BATTLEFIELD TACTICIAN II | Warrior, Commander | Command | Your Battlefield Tactician ability no longer fades on the
previous target when you use it again. |
| WAR CRY | Warrior, Commander | Battlefield Tactician II, COR 4 | You gain the War Cry ability.
War Cry By spending 5 AP, all creatures of your choice who can hear you and are currently under a Battle Standard gain an additional 2 AP at the beginning of their next turn. (1/Rest) |
| WAR CRY II | Warrior, Commander | War Cry | A target who can see or hear you use the War Cry ability
who is outside of the range of your Battle Standard but within 10 ft of an unoccupied square that would be in the range of your Battle Standard may move into that square for free. |
| WAR CRY III | Warrior, Commander | War Cry II | Targets affected by your War Cry, who also have conditions suppressed by your Battle Standard, remove the Charmed,
Frightened, Broken, and Demoralized conditions, rather than only suppressing them. |
| WA R C RY I V | Warrior, Commander | War Cry III
Targets affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount. | |
| WAR CRY V | Warrior, Commander | War Cry IV
War Cry becomes 1⁄2 AWR/Rest. | |
| BATTLE FIELD TACTICIAN
IMPROVEMENT |
Warrior, Comander | Battlefield Tactician II | Your Battlefield Tactician ability gains +20 ft range when choosing a target. |
| BATTLE FIELD TACTICIAN IMPROVEMENT II | Warrior, Commander | Battlefield Tactician Improvement | If you run out of uses of Battlefield Tactician, you can
spend all of your AP on a turn to regain 1 use of Battlefield Tactician. |
| BATTLE FIELD TACTICIAN IMPROVEMENT III | Warrior, Commander | Battlefield Tactician Improvement II | You no longer need to see the target for Battlefield Tactician to remain active. |
| BATTLE FIELD TACTICIAN IMPROVEMENT IV | Battlefield Tactician Improvement III | Whenever the target of your Battlefield Tactician is the
subject of an Exploit attack, friendly targets who are within 5 ft of the target and have the Reactive AP to do so may also attack that target even if a reactive attack would not have been triggered for them. | |
| GREAT GENERAL | Warrior, Commander, Capstone | Commander 14
You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike. You gain a small retinue consisting of four Knights. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc. Level 30: Your Knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls. |
PROTECTION TRACK
| Feature | Tags | PreReq | Discreption |
|---|---|---|---|
| PROTECTION FOCUS | Warrior, Protection | Warrior Entry
You gain the Battlefield Protector ability. This replaces Battlefield Tactician. Battlefield Protector. While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy gain TD against a target other than you. | |
| PROTECTION I: ENGAGE | Warrior, Protection | Protection Focus | You gain the Engage ability.
Engage You may spend 2 AP to give a creature within 5 ft of you the Engaged condition. |
| PROTECTION I: INTERCEPT | Warrior, Protection | Protection Focus
You gain the Intercept ability. Intercept When an enemy is attempting to move into space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy. (AWR/Recoup) | |
| Protection Focus
You gain the Shields Up ability. Shields Up When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise the AR, FORT, and REF of all friendly targets within 5 ft of you by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this bonus is wielding a shield, they gain an additional +1. | |||
| PROTECTION II: CHALLENGE | Warrior, Protection | Protection I
Targets you have Engaged are now considered Taunted by you as well. | |
| PROTECTION II: BATTERING RAM | Warrior, Protection | Protection I, Intercept | When using Intercept, If you travel 10 ft or more, you may make an attack against the triggering creature: STR vs FORT Hit: If the creature is no more than one Size larger than you, the creature is knocked Prone. |
| PROTECTION II : BATTLE FIELD
SUPPORT |
Warrior, Protection | Protection I | You gain 1 special AP (Battlefield AP) that cannot be used to move or attack but can be used for any other action. You can
only have one source of Support AP. If you gain a second source of special AP, choose whether you keep this source or your new source. |
| PROTECTION III : CHALLENGING SHOUT | Warrior, Protection | Protection II
When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they gain the Taunted condition until the end of their next turn. (1/Catch Breath) | |
| PROTECTION III : OPPORTUNISTIC
INTERCEPTION |
Warrior, Protection | Protection II, Intercept | If a creature critically fails an attack roll farther than 10 ft away, but no farther than 20 ft from you, you may use your Intercept ability without expending AP. |
| Warrior, Protection | Protection II | Gain the Take Heart ability.
Take Heart By spending 1 AP, a target within 30 ft of you that can hear you gains Shield HP equal to your AWR. (AWR/Rest) | |
| PROTECTION IV: ENGAGE II | Warrior, Protection | Protection III, Engage | Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged. |
| PROTECTION IV: INTERCEPT II | Warrior, Protection | Protection III, Intercept | The space an enemy is attempting to enter that would trigger your Intercept ability can be 30 ft away from you. |
| PROTECTION IV: SHIELDS UP II | Warrior, Protection | Protection III
You gain Resist Physical 1, 2, or 3 in addition to your defenses, depending on the number of Reactive AP youspend. Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active. | |
| PROTECTION V: POSITIONING | Warrior, Protection | Protection IV | You and allies within 5 ft of you can no longer be flanked while you have an ally within 5 ft of you. |
| P R OT E CT I O N V : WA R R I O R ’ S F U RY | Warrior, Protection | Protection IV | When you become bloodied, your speed increases by 10 ft until the end of your next turn. |
| PROTECTION V : BATTLE FIELD SUPPORT II | Warrior, Protection | Protection IV, Battlefield Support | You have 2 Battlefield AP. |
| PROTECTION VI: DEFENDER’S ARMOR | Warrior, Protection | Protection V | You gain DR 5 against targets that you have Engaged. |
| PROTECTION VI : WARRIOR’S PREPARATION | Warrior, Protection | Protection V | You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the beginning of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise. |
| PROTECTION VI : TAKE HEART II | Warrior, Protection | Protection V | Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack. |
| PROTECTION VII: ENGAGE III | Warrior, Protection | Protection VI, Protection 10, Engage II | When you use your Engage ability, you can choose to target either 1 or 2 creatures within 5 ft, or to target all creatures within 5 ft of you. If you target all creatures, then the targets hit by your reactive attack granted by the Engaged condition take no damage when you strike them, instead only losing their movement. |
| PROTECTION VII: INTERCEPT III | Warrior, Protection | Protection VI, Protection 10, Intercept II, Shields Up | When you use Intercept, you may immediately use the Shields Up ability for 0 AP, as if you’d spent 2 AP whenever you use Intercept. |
| PROTECTION VII: SHIELDS UP III | Warrior, Protection | Protection VI, Protection 10, Shields Up II | When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead. |
| PROTECTION VIII: DEFENDER’S SUPERIORITY | Warrior, Protection | Protection VII | When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability. Defender’s Superiority. Add your AWR to the attack roll. (AWR/Rest) |
| PROTECTION VIII : TAKE HEART III | Warrior, Protection | Protection VII, Take Heart II | All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you. |
| PROTECTION VIII : BATTLEFIELD SUPPORT III | Warrior, Protection | Protection VII, Battlefield Support II | You have 3 Battlefield AP. |
| LEGENDARY DEFENDER | Warrior, Protection, Capstone | Protection 14 | You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense. The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (Average 80sc/day or 30,000 sc/year). In addition, you gain the Last Stand ability.
Last Stand When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects: You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn The creature reduced to 0 HP regains 1 HP If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed for free All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn (1/Week) Level 30: The final cap for your AWR Increases from 12 to 14. |
SOLDIER TRACK
| Feature | Tags | PreReq | Discreption |
|---|