CASE&SOUL Alpha
CASE&SOUL Alpha
CUSTOM ARMOUR for STANDARD ENGAGEMENTS & SYSTEM OVERRIDE for USER LIAISON
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HARM & FALLOUTS FACTIONS & CREWS
There are three kinds of harm in Factions are the major players and groups
CASE&SOUL: CASE, SOUL and STATION in your world, and Crews are the smaller
harm. Each has a 4-step track. ones—capable groups of people, just like
you. When a Faction needs something
CASE harm represents damage or done, they send a Crew to do it.
expenditure of a CASE and it’s resources (fuel,
ammo, etc), and STATION harm similarly Every Faction should have a goal that puts
represents your STATION and what it provides it in conflict with at least one other Faction.
being taxed (STATION harm to a Hacker
might be their online rep taking a hit, whereas Some Crews are unaffiliated, whilst others
STATION harm to a Soldier might be one of are closely tied to a specific Faction (see
their squad-mates getting injured). Each is Faction Budget, pg. 10). It’s up to your
taken by CASE playbooks and STATION group if your Crew is freelance or
playbooks respectively. SOUL harm, taken by employed: if you’re on a Faction’s payroll,
both, is damage to your physical person. take +1 Status with them, but doing jobs for
anyone else will very quickly get you in
When a harm tracker fills, you have a trouble.
choice: you can either temporarily lose that
thing for the rest of the Mission—your CASE STATUS
breaks down until it can be recovered and Status represents your relationship with a
fixed, you are denied the benefits of your Faction or a Crew. When you finish a
STATION in some way, or your SOUL Mission, adjust your Status with any other
becomes unconscious or incapacitated—or Crews involved by +1 or -1, depending on if
you can empty the track: your GM will give your encounter was broadly more positive
you a fallout instead. These can be cleared or negative on them.
with long-term projects.
Factions are large and broad, so Status
× Bound: One of your action ratings changes more slowly with them. When you
becomes bound. finish a Mission, adjust the Status clocks for
× Locked: One of your bound action the Factions involved by:
ratings becomes locked.
× Vulnerable: Reduce the maximum harm × +1 if you did this Mission for them
you can take in one of your tracks by 1. × -1 if this Mission targeted them
× Stressed: Reduce the maximum stress × +1 if you did something beyond your
you can take by 1. Mission requirements for them
× Busy: You can perform 1 less Downtime × -1 if you caused inexcusable harm or
activity. damage to their Crews or holdings
× Distracted: Your maximum Beats are × +1 if you achieved your goals in a way
reduced by 1. they particularly respect
× Wanted: Take +1 personal Heat. × -1 if you achieved your goals in a way
they dislike or disapprove of
BOUND & LOCKED ACTIONS
There are two ways in which your action Status clocks are 4-step, and always start at
ratings—the skills you use to affect the 2 ticks. When one empties, reduce your
world—can be restricted. If an action is Status with that Faction by 1. When one fills,
bound, you must push yourself to use it (and increase your Status by 1 instead. Either
you don’t gain the usual benefits). If an way, the clock is then reset to 2 ticks.
action is locked, you simply cannot use it at
all: success at that thing isn’t reasonably At -1/+1, the Faction/Crew will take
possible for you. opportunities to hurt/help you provided
they are fairly convenient or low-risk, and
ADVANCEMENT will expect the same from you.
Players earn XP as they play Missions,
struggling with their Shifts and solving At -2/+2, the Faction/Crew will take
problems in ways that exemplify their opportunities to hurt/help you as long as the
character. When you fill your 9-step XP seem worth the cost or risk, and will expect
track, you may choose to take: the same from you.
× An additional dot in any action rating, to At -3/+3, the Faction/Crew will take
a maximum of 3. opportunities to hurt/help you even if it’s not
× A new Move from the CASE/STATION or in their best interests to do so, and will
SOUL lists. expect the same from you.
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CHARACTER CREATION CASE & SOUL
CASE&SOUL character creation follows a A C.A.S.E (Custom Armour for Standard
few simple steps, which are as follows: Engagements) is a mech: some kind of
large robot that you get into and pilot,
1) Choose a playbook from either the CASE or typically in order to wreak havoc.
STATION lists. Each provides you with a Strive
action, which starts with 3 dots in it, and A S.O.U.L (System Override for User Liaison) is
restricts you on other actions. you. You have a body, and a
2) If you picked a STATION playbook, work with consciousness, and it would probably be
your GM to figure out the details of it. If you rude of me to assume anything beyond that
picked a CASE playbook, design your CASE since I don’t know you.
with the rules over there →.
3) Decide on your past: what you were doing A CASE can work without a SOUL (AI
before the events of your game, and assign programming has seen to that) and a SOUL
two dots to action ratings based on it. can work without a CASE (after all, society
4) Decide on your future: what you aspire to functioned pretty well until we built robots),
do over the course of your game, and but at least where the CASE is concerned
assign two dots to action ratings based on it. they work better together.
5) Choose one move from whatever lists your
playbook has access to. If you’re playing a If you’re playing a playbook that starts with
one-shot, choose two instead. a CASE, follow the steps below to design it.
6) Finally, pick two things from the following list
to describe how you operate. At the end of Choose a Design:
a session, you’ll mark up to 2 XP if you solved
problems using them: × Assault: 5 Load, +slow
▪ agility, tenacity, negotiation, shrewdness, × Frontline: 4 Load
fear, ferocity, stealth, technical skill, × Recon: 2 Load, +fast
teamwork, trickery, compassion,
devastation, charm, performance, Load can be marked to choose Gear from
speed, intuition, wisdom, sacrifice, the CASE Gear list.
influence, chaos, heroism, tracking,
cruelty Choose an Armament:
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CASE PLAYBOOKS
All the below playbooks begin play with a CASE, as outlined on page 1.
Whenever you gain an Advance, choose a CASE or SOUL Move or add a dot to a single
action rating.
DOG OF WAR CASE MOVES
You Strive to hurt people, in or out of a Modular Design: Your CASE gains +2 Load.
CASE. Your Sync is locked: true
understanding is out of your reach. Devil’s Machine: Your CASE has its own
sentience and interests. It Strives to
Strive is part of the Skin Attribute for you. accomplish it’s goals and protect you from
others, but you may Sync to re-assert
ACE control.
You Strive to do battle inside a CASE.
Choose an action that is bound for you: Trick Weapon: Choose a second
Armament—you may push yourself to swap
× Blitz: You abhor putting innocents at risk. between them.
× Skulk: Your rep makes you stand out.
Flash: When you assist someone, they may
Strive is part of the Steel Attribute for you. use your Sync rating instead of the action
rating they were going to roll if it is higher.
TACTICIAN Hardwired: When you take SOUL harm you
You Strive to design and co-ordinate may apply 1 point of it to CASE instead, and
complex battle tactics. Choose an action vice versa.
that is bound for you:
Gooser: Take +1d when you attempt to kill a
× Rush: You leave the heroics to others. defenceless individual from the seat of your
× Access: You struggle to keep up with CASE.
modern technology.
Resourceful: You may destroy or lose a
Strive is part of the Spirit Attribute for you. piece of CASE Gear you have marked to
reduce any harm or stress you take by 1.
COMMANDER
You Strive to lead people through CASE Merge: You can combine your CASE
dangerous situations. Choose an action with one or more of your allies. Everyone in
that is bound for you: the merged CASE may only assist, protect,
set up or lead and participate in group
× Duel: You rely on your squad. actions, but you have increased position. If
× Sway: You’re commanding, but not anyone fills their CASE harm, the merge
likeable. must separate.
Strive is part of the Spirit Attribute for you. Mass Production: Your CASE is mass-
produced and easy to repair. Automatically
DATANAUT clear all CASE harm when you or someone
else spends a Downtime action to fix it.
You Strive to manipulate and hack CASES
from the seat of your own. Choose an Ghost: If you die inside your CASE, your spirit
action that is bound for you: lives on inside of it. Make a new character
and give them Devil’s Machine for free.
× Discern: You’re focused on the digital
world more than the real one. Optimiser: You may push yourself to do one
× Access: You’re familiar with CASE of the following: push a piece of Gear
software, but very little else. beyond it’s limits—resist any consequences
of this action for 1 stress
Strive is part of the Steel Attribute for you.
Sensitive: You feel the deaths of others
ORPHAN around you like pinpricks at your very being.
You Strive to protect those you care about, When you feel someone nearby or a lot of
in or out of a CASE. Your Sway is locked: people up-to a greater distance die, you
adults will die before they care about what may Sync or Sway with increased position
you think. and effect.
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STATION PLAYBOOKS
Whenever you gain an Advance, choose a move from your STATION or a SOUL Move, or
add a dot to a single action rating.
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SOLDIER SOLDIER STATION MOVES
You Strive to fight and kill on foot. Choose New Recruits: Choose two more specialists
an action that is bound for you: for your squad from the list on your STATION.
× Discern: You dive foolishly into danger. Quickdraw: When the question ‘who acts
× Sync: You make a living of violence, and first’ is asked, the answer is always you, even
struggle to connect to others. if you’d rather have waited actually.
Your STATION is with a squad at your back: Covert Ops: When you gather info
around 4 other soldiers, who can be somewhere you’re not welcome, take +1d.
counted to take your side and be in your You start Missions in a Controlled position,
corner no matter what. Most are just regardless of the outcome of the
riflemen, but among them are (choose 2); engagement roll.
× A radio/comms operator
× A heavy gunner
× A medic
× A designated marksman
× A demolitions expert
Strive is part of the Steel Attribute for you. Extremely Online: When you gather info via
online communities or subcultures, take +1d.
You can understand and translate any kind
of slang, cipher or coded speech from such
places.
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AGENT AGENT STATION MOVES
You Strive to pose as others and do things Duplicate: You don’t need to declare
stealthily. Choose an action that is bound where you are at the start of the mission.
for you: Instead, you can declare an NPC that is
shown to the other players is actually you in
× Sway: Out of character, you’re a lot less disguise. Start a 4-step clock, titled ‘The Real
convincing. One Shows Up’.
× Rush: You rely on subterfuge, not speed.
Cache Prize: All your Gear is considered
Your STATION is where you are least either easily concealable or conveniently
expected: hidden in every shadow, looking stashed on-site. You may mark Load for
down from any vantage, and wearing any Gear even if an earlier pat-down or security
uniform. You may declare any place to be check definitely would have discovered it.
at the start of a Mission, and may expend a
Beat to be somewhere or someone new. Notorious: You may take +1 personal Heat
in order to take +1d on any roll.
Strive is part of the Skin Attribute for you.
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SOUL MOVES Notable Style: There is something
Driven: You may expend a Beat to push particularly memorable about your
yourself when you Strive, or resist a appearance or aesthetic. This makes it
consequence suffered when doing so. tough for you to hide—Skulk with lowered
position from now on—but your memorable
Helpful: You may expend a Beat to assist style might make you especially popular
someone, you may give them increased with certain crowds, offer benefits in
position or increased effect also. situations that make sense, or simply add to
your fame and mystique.
What’s Gonna Work?: You may expend a
Beat to ignore any stress acquired from Ready For Anything: Through strength,
failures when leading a group action. concealed pockets or careful packing your
load limits are all increased by 2 (light 5,
Breakthrough: If your playbook starts with a normal 7, heavy 8).
locked action, it is now bound instead. If
your playbook starts with a bound action, it Specialist: Choose a Mission Plan. Whenever
is no longer bound. you gather info on the detail for that Plan,
take +1d. Additionally, take +1d to any
Even The Odds: You may push yourself to engagement rolls using that Plan.
do one of the following: ignore a
disadvantage in tier or numbers—attempt Inured: Through whatever means, you’ve
something nigh-unbelievable become more used to high-pressure
situations. Your maximum stress is increased
Tenacious: You recover from harm quickly. by 1 (to 10).
Whenever you enter Downtime, heal 2 SOUL
harm. Familiar: You have a small robot or pet that
follows you around and helps you with tasks.
Bodyguard: When you protect someone Select 2 Load’s worth of Gear that it either
else, take +1d to your resistance roll. You carries or replicates the function of in some
may spend a Beat to anticipate any hidden way.
threats in the current situation.
Unstoppable: When you have a bound
Reckless: You may substitute points of harm action rating (e.g. from the Bound fallout)
for stress, 1-1. and push yourself to use it, you still may still
take +1d or increased effect.
Screentime: You may stockpile an
additional Beat, up to a total of 4. Leashed: You have something you excel at
but hold back from. Make one of your
Starring Role: You may expend a Beat to actions bound. Whenever you push yourself
succeed as per a 4/5 Desperate/Standard to use it, take both +1d and increased
result, no action roll required. effect.
Hobbyist: During Downtime you get two Experienced: You may spend upto your
ticks to distribute between long-term total Shifts in stress and/or Beats to roll that
project clocks as you choose. many dice instead of your dots in an action
rating.
Multitalented: Choose another playbook’s
Strive. You may push yourself to use it. Second Skin: You have another identity—
either online, in physical space, or both—
Connected: Reduce your total Beat cost for that you use for certain purposes. Treat it as
introducing an NPC by 1, to a minimum of 0. a STATION, with STATION harm representing
the connection between your identities
Cool & Collected: When you cool off during being exposed.
Downtime, you may adjust the dice
outcome by 1 or 2 (up or down). Any allies Spotlight: For very 3 Beats you spend, clear
who join you may do the same. 2 stress.
Ghost Parade: You may Sync to Lying In Wait: When you take someone by
communicate with the recently deceased. surprise or ambush them, take +1d to your
You may push yourself to contact those action roll.
who died longer ago.
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CREW TYPES
At character creation, everyone chooses what type their Crew is. This offers some moves
and other benefits, but most importantly positions you fictionally as people who do a certain
kind of work.
ASSAULT FORCE ASSAULT FORCE MOVES
You shoot first and let someone else ask Reinforced: Choose another upgrade from
questions to the rubble you leave behind. the list on the left, or gain a new cohort.
Choose 1 of the following upgrades:
Secure Location: When your Crew is at war
× Combat Rigging (2 free Load of (-3) with another, you still get two Downtime
weapons or equipment) actions instead of one.
× Priority Treatment (Everyone removes 1
CASE or STATION harm at the start of Training Sims: The first time you train each
Downtime) Downtime, mark 2 XP instead of 1.
× An elite Troopers cohort
× An elite Scouts cohort Dynamic Entry: If you begin a Mission in an
obvious, violent way, everyone takes +1d to
Mark Crew XP when you defeat a Crew of their first roll each.
your tier or above in a battle. When you fill
the Crew XP track, you may choose a move. Violent Potential: You may increase your
Reinforced can be taken multiple times. Strive, Blitz, Duel and Rush actions to 4 dots
maximum, instead of the usual 3.
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COHORTS
A cohort is a squad or expert who supports your Crew. Your Crew may acquire a cohort
through their Crew Upgrades, or through the Reinforced move (Reinforced can be taken
multiple times).
SQUADS Flaws:
Squads have a relative size and tier equal
to your Crew’s tier, and a type that × Cowardly: The cohort is weak-willed and
determines their skills: will back down from fearsome situations.
× Messy: The cohort has a habit of causing
× Scouts (explore and find information) unnecessary harm or damage.
× Troopers (skirmish and assault a position) × Principled: The cohort has rules or a code
× Spies (infiltrate and undermine) of conduct they are very unlikely to
× Envoys (ingratiate and negotiate) break.
× Fixers (fix and repair) × Unreliable: The cohort is sometimes
unavailable, due to other obligations,
Elite squads roll +1d when acting in line with low operational up-time, etc.
their type—i.e, when Troopers fight for you. × Braggarts: The cohort often talks about
their exploits and yours.
EXPERTS You may add additional edges or one
Experts are individuals that have tier equal additional type to a cohort by undergoing
to your Crew’s tier+1, and a type that a Mission or by taking the Reinforced move.
determines what they do: diplomat,
assassin, engineer, etc. USING COHORTS
When you direct a cohort to do something
EDGES & FLAWS for you, roll their tier. Alternatively, a player
When you create a cohort, give them 1/2 can lead them in a group action to guide
edges and an equal amount of flaws. them more closely, using whatever action
seems more appropriate. If a cohort must
Edges: act against something of higher tier (or if an
expert is acting while outnumbered) this
× Loyal: The cohort won’t be made to act may affect their position and effect.
against you through bribery etc.
× Professional: The cohort can be trusted COHORT HARM
to act cleanly and carefully always.
× Jaded: The cohort is experienced in the Cohorts can be affected by the
horrors of war and do not scare easily. consequences of their actions as usual,
× Well-equipped: The cohort has including harm.
equipment for various unexpected
situations and problems. Cohorts have a 4-step harm track. When it
× Independent: The cohort can be trusted fills, they either fall back to recover (leaving
to make smart decisions and act without the Mission), or continue at their own
direct orders towards your interests. expense. When they do so, remove one of
their edges or give them a new flaw until
you restore them by taking the ready up
Downtime activity.
ENTANGLEMENTS
After a Mission payoff, roll a single d6 and add your Status with whatever Faction it targeted.
× <1—Wanted: The Faction makes it clear by -3. If your Status is negative and you
to it’s Crews that you’re bad news. The help, adjust their Status clock by +3.
Crew takes +1 Heat. × 4—Skirmish: A hostile Crew catches you
× 1—Spent: It turns out the Mission was in a small battle. Everyone spends 1 Beat
costly in unexpected ways: lose a Crew and takes 1 harm unless they resist it.
Upgrade or Move until you spend a × 5—Let Loose: Your employers treat you to
Downtime activity to restore it. some R&R: everyone gains 1 Beat.
× 2—Weird: Sometime weird or bizarre × 6—Debrief: You get extra intel on the
happens to your Crew. Hire someone to Mission’s results: everyone marks 1XP.
fix it, or deal with it yourselves. × >6—Windfall: Extra resources are sent
× 3—Pressured: A Faction leans on you for your way. Everyone maxes out their
important help. If your Status is positive Beats.
and you refuse, adjust their Status clock
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MISSIONS, LOAD & ENGAGEMENT
When the Crew heads out on a Mission, choose a plan and provide a detail. Everyone
should also declare their Load. Then, roll for your engagement.
MISSION PLANS FLASHBACKS
When your Crew heads out on a Mission, During a Mission, you can establish a
you should choose your plan from below to flashback to have done something earlier in
outline what your engagement looks like. the fiction, rolling an action rating if there’s
Each has a detail you must provide. difficulty or danger involved.
Assault: vulnerability Stealth: entry point Activating a flashback has a stress cost,
Deception: method Social: connection based on how complex it is:
Transport: route Negotiation: leverage
× 0 stress for something easy or that you
LOAD had a great opportunity for
Everyone should choose their Load limit: × 1 stress for something more complex or
either light (3), normal (5) or heavy (6). A riskier to pull off
light load allows you to move quickly and × 2+ stress for something with multiple
quietly when it matters, while a heavy might steps, a lot of danger or very precise
hinder you in a tough moment. circumstances
Rather than declaring what equipment you If a flashback involves a Downtime activity,
have at the start of a Mission, you mark spend a Beat instead of stress. Flashbacks
Load during it to declare Gear from the lists aren’t time travel—they can’t change
on your character sheet. Most of these events that have already occurred, or facts
items have a use that can be interpreted by that have already been established: but
your group, but Armour specifically can be they could lead you to re-interpret them.
used to resist physical consequences, like
harm etc, and fine Gear is treated as one PAYOUT
tier higher (giving you increased effect
against obstacles of the same tier as you, or Upon Mission completion, you receive your
letting you contend on equal footing with payout. Everyone receives a Beat—if their
higher tier obstacles). Beats are already maxed, it must be spent
during the next Downtime—and marks 2 XP.
ENGAGEMENT ROLLS The Crew then changes their Status with
When you’re ready to cut to the action, it’s involved parties (see Status, pg. 2), and rolls
time for the engagement roll. The outcome their entanglement (see pg. 10).
of this determines what position everyone is
once they reach the first ‘obstacle’ of the THE SHAKEUP
Mission, but you can fill in the time before
with flashbacks. Aside, the GM will check for shakeups. If the
results of the Mission left you with any
This is a fortune roll, starting with +1d for mismatched Crew and Faction Status
good luck. You then take +1d for any major levels(e.g if you have a positive Status with
advantages: if your plan is bold and daring, a Crew but a negative Status with their
if it hits your target where they’re weakest, if Faction), roll a d6 for each one.
you’re getting assistance or your tier is
higher than your target, etc. On a 1-3, nothing happens.
Then, take -1d for any major disadvantages: On a 4/5, the Faction requests a show of
if your plan is overly complex, if your target loyalty from the Crew: they’ll either quit the
is expecting you or is well-defended against Faction, or show up to assist/attack you as
this kind of plan, if someone is interfering, if appropriate. If they quit the Faction, they
your target is higher tier than you, etc. become freelance. They might expect
assistance (or revenge for their new
The result of this roll determines your position unemployment) from you as appropriate.
as you hit the Mission’s first obstacle: 1-3
puts you in a desperate position, 4/5 puts On a 6, the Crew convinces the Faction to
you in a risky position, and 6 puts you in a see things their way. Adjust your Status with
controlled position. A crit lets you overcome the Faction 1 closer to the Crew’s. On a crit,
the first obstacle entirely, and puts you at a set the Faction’s Status to the Crew’s as
controlled position for the next. they oust key members of the Faction and
swap tiers with the Faction’s highest-tier
Crew if they aren’t already it.
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DOWNTIME
When the cast enters Downtime, everyone may freely perform two downtime activities, listed
below. You may spend Beats to perform additional activities, 1 per activity. Additionally, you
may spend a Beat to raise your result by one step (from a 1-3 to a 4/5, etc).
DO YOUR THING COOL OFF
You step off-screen to do what you do best You cool off, doing whatever you do to
for a while. Restore 1 Beat, then make an relieve stress. Roll dice equal to your lowest
action roll with Strive, with the result attribute, and clear stress equal to the
indicating how many extra Beats you highest result. If you cool off with others, you
restore: 1-3 (0), 4/5 (1), 6 (2), crit (3). all roll +1d per additional person.
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THE FUTURE
When the game is over and the crew splits (whether by choice or by force), you’ll figure out
what your character’s future looks like based on their stashed Beats and their personal/crew
Heat. Take a standard 52-card deck and shuffle it.
Each player draws cards equal to their stashed Beats, then discards an amount equal to
their personal/crew Heat. They then reveal their remaining cards to the other players one by
one, narrating their character’s future based on what cards they have:
• Diamonds broadly represent financial security and material posessions. Lower value cards
represent debt and expenditutre, whereas higher value cards might represent a large
windfall or an impressive new belonging.
• Clubs broadly represent social stature and your place in society. Lower value cards
represent bad reputations and a lacking station, whereas higher value cards might
represent taking up a respected office or becoming a celebrity.
• Hearts broadly represent your luck in love and relationships. Lower value cards might
represent spurned affections or broken bonds, whereas higher value cards might
represent a whirlwind romance or strong family ties.
• Spades broadly represent your future with violence and conflict. Lower value cards might
represent getting stuck in terrible battles or getting caught for desertion, whereas higher
value cards might represent heroic victories or escaping from the conflict for good.
For each, face cards represent big, bold twists of fate. When you reveal a Jack, a Queen or
a King, feel free to narrate a momentous occasion in your character’s future: the kinds of
thing that change lives and spread their name far and wide. When you reveal a Joker, do
the same, but for something terrible instead.
ONE-SHOTS
If you’re playing a one-shot rather than a campaign, feel free to utterly disregard all the
Faction-related rules, and assign tier to things in whatever way feels situationally appropriate
instead. The bathroom lock probably isn’t higher tier than you, etc etc.
Also, for a one-shot, players all start with two moves instead of one, for a little extra oomph.
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INFLUENCES
As a Forged In The Dark game, CASE&SOUL is naturally heavily inspired by Blades in the Dark.
I have so much fun working with the foundation you built, John. Thanks a bunch.
Bound & Locked actions are developed out of my other FITD game The Brightest Things We
Know’s blights, if you’re interested in the lineage of that idea.
Fallouts are inspired by the Spire: The City Must Fall (by Grant Howitt & Christopher Taylor)
mechanic of the same name.
As with my other games in the mecha genre, influences include: Mobile Suit Gundam
(broadly), Super Dimension Fortress Macross, Armour Trooper VOTOMS, Armour Hunter
Mellowlink, and Friends At The Table’s COUNTER/Weight season.
Other design and thematic influences include: The Sprawl (by Hamish Cameron), Beam
Saber (by Austin Ramsay) and my time spent playing Shadowrun 5E some years ago. Y’all
ever play Shadowrun? Man, there’s some stuff in there.
COPYRIGHT
CASE&SOUL is written and designed by Briar Sovereign.
Fonts used in this document are Reem Kufi and Century Gothic.
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark Logo is ©
One Seven Design, and is used with permission.
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