Choice between playing as the Allies, Axis (These guys kicked out the Nazis), and the Sino-Soviet Union.
Short Term RP to start, may lengthen depending on player opinions.
Tutorial included.
Six player maximum
In 1936, the Nazis found an alien mineral in Antarctica. Known as VK, this mineral was found with corpses of an alien species that the famous Madame Blavatsky declared were the legendary Vrill, galvanising Hitler into researching ways to harness the alien mineral and locate more of it, forming the Bleutkruez Korps to reverse-engineer recovered alien and mystical artefacts.
History diverges at Stalingrad; experimental new Nazi warmachines, walking vehicles, hold the line in the face of Operation Neptune. Other terrible weaponry follows, the most infamous a serum that reanimates the dead...
Stalingrad falls, the Eastern Front stabilises, but Hitler does not live to see the victory. The Fuhrer killed by an unknown assassin's bullet during a victory parade in Berlin, Admiral Donitz and General Rommel take control while Goering makes a deal to avoid execution or exile and in doing so the Axis Knight's Cross rises from the ashes of the Nazi Swastika.
A cold comfort for those who are released from the death camps.
VK is found by the Allies and the Soviets, walkers and other technologies follow, and now VK is more valuable than oil or even the Atomic Bomb. The war drags on, and history diverges ever further.
It is now 1947, and a group of soldiers find themselves in the jungles of Africa, searching for something.
Mechanics:
This is a game that uses the new Dust Adventures RPG ruleset from Modiphius Games. The basic mechanics involve d6 dice pools where 1-2 is Failure, 3-4 is Neutral/Effect, and 5-6 is Success in order to match or beat a Target Number of Successes.
PC's have two actions per turn and one Reaction that is used to preemptively handle with an enemy attack in combat.
PC's also have Action Points which grant certain special abilities when spent. Action Points, when spent, grant your character an Improvement Point on a 1:1 ratio. You use these Improvement Points to improve your character. Therefore, if you don't spend Action Points, you don't get Improvement Points. Only through effort can one grow stronger.
How To Enlist:
To enlist in the game, please do the following:
Express your interest.
Put down your vote on which faction to play: Allies, SSU or Axis. The faction will be chosen on a majority vote.
Create your character using the Character Creation rules that will follow.
Provide a Name, Age (No younger than 17, no older than 65), Gender (Women now have active military roles) and a description/spoilered picture of your character (be aware that segregation and racial discrimination is still an issue, albeit heavily reduced due to the constant war.)
Mark down the following Core Characteristics:
Mobility (MB)
Physique (PH)
Mind (MD)
Presence (PR)
Each of these starts at 1, which is the average for a normal person. Now, you may increase these Core Characteristics from a pool of 5 points, with the restriction being you cannot go over 3 at this point. Also, no normal human can go over 4, but there is a way to overcome this.
Once these points have been assigned, you may now caculate and mark down the following Derived Statistics:
Movement (Mobility+Physique)
Capacity (Physique+Presence)
Initiative (Mobility+Mind)
Movement is how far you can move in a single action. Capacity is how much damage you can take in combat. Initiative dictates when you act in combat.
Any chance you could give a low-down on the distinctions, eg nationalities or tech specialties, between the three sides? I only vaguely remember DUST from when I played a quick round of the miniatures at a convention a few years back.
Any chance you could give a low-down on the distinctions, eg nationalities or tech specialties, between the three sides? I only vaguely remember DUST from when I played a quick round of the miniatures at a convention a few years back.
Allies: This power bloc is comprised of Australia, North America (USA and Canada), Central America, Brazil, Great Britain, large portions of Africa, The Middle East, India and portions of South-East Asia. Their main tech specialty is the Phaser, an electrical plasma weapon that can devastate armour and annihilate flesh. Their walkers are based on the Sherman and Pershing tank frames with their tracks replaced by legs and the ability to use compressed air to jump over obstacles.
Axis: Formed after the ousting and mass execution of the Nazis, the German-dominated Axis is joined by Japan and Italy and dominates Europe and South-East Asia. They have the most advanced walker units and access to laser weaponry.
SSU: The SSU is the combined forces of Communist China and Soviet Russia, now on the renewed offensive to take back their territories. Like in history, they have the world's first helicopters and their walkers are among the toughest which are joined by super-heavy tanks capable of facing off against walkers. Their main technical specialty are corrosive sulfur weaponry and Tesla weaponry capable of lightning up entire platoons with arcing electricity.
Each of these starts at 1, which is the average for a normal person. Now, you may increase these Core Characteristics from a pool of 5 points, with the restriction being you cannot go over 3 at this point. Also, no normal human can go over 4, but there is a way to overcome this.
Once these points have been assigned, you may now caculate and mark down the following Derived Statistics:
Movement (Mobility+Physique)
Capacity (Physique+Presence)
Initiative (Mobility+Mind)
Movement is how far you can move in a single action. Capacity is how much damage you can take in combat. Initiative dictates when you act in combat.
Background: Warzone:Your childhood was filled with bomb craters and the crack of sniper fire while artillery barrages were your lullaby. This is a sad truth in a world locked in conflict. Starting Skills: Athletics 1, Attack: Melee 1, Survival 1, Awareness 1, Willpower 1
Weapon Specialist
Skills: Attack: Firearms (Sniper Rifle 2), 2 ranks for an Advanced Skill in one of the following Specialist Weapons, Repair 1, Demolitions 1, Awareness 1 Specialist Weapons: Solothurn 20mm (Sniper Rifle)
War Hero
Skills: Pick any 5 of the following - Attack: Firearm (Assault Rifle 1), Survival 1, Willpower 1, Special Ability: Luck 2.
Equipment: Medal of Courage, Souvenir Pistol, Grenade, Combat Knife, Weapon Of Choice (Sniper Rifle 1)
Final Touches: Gizmoteer 1, Knowledge: Chemistry, Knowledge: Invention, Knowledge: Explosives
Equipment:
Basic Flak (Armour 2) if they did not take the Grenadier option.
Solothurn 20mm (Sniper Rifle)
1 Grenade
Colt .45
Standard-Issue Field Kit with the following: Rations, Uniform, First Aid Kit, Bayonet, Helmet, Identification Tags, Boots and Entrenching Tool.
Rough Backstory: Grew up in a war torn area, independently became a guerrilla fighter when the front seesawed over his town, picked up a antimaterial rifle as battlefield salvage and became one of those people stories are told about when his campaign became far more effective than he could have ever hoped for. Eventually recovered by Axis forces and slotted into special forces due to his skillset.
Provide a Name, Age (No younger than 17, no older than 65), Gender (Women now have active military roles) and a description/spoilered picture of your character (be aware that segregation and racial discrimination is still an issue, albeit heavily reduced due to the constant war.)
Mark down the following Core Characteristics:
Mobility (MB)
Physique (PH)
Mind (MD)
Presence (PR)
Each of these starts at 1, which is the average for a normal person. Now, you may increase these Core Characteristics from a pool of 5 points, with the restriction being you cannot go over 3 at this point. Also, no normal human can go over 4, but there is a way to overcome this.
Once these points have been assigned, you may now caculate and mark down the following Derived Statistics:
Movement (Mobility+Physique)
Capacity (Physique+Presence)
Initiative (Mobility+Mind)
Movement is how far you can move in a single action. Capacity is how much damage you can take in combat. Initiative dictates when you act in combat.
Important: Skills cannot be higher than 3 at character creation. If duplicate skills cause a skill to be higher than three, the excess must be exchanged for Basic Skills or Advanced Skills in the same area of focus.
Basic Skills: Each Basic Skill with have their attendant Advanced Skills listed for reference. Listed in brackets [] is the dominant Core Characteristic.
-Attack(Firearms) [MB]
Advanced Skills: Pistol, Sniper Rifle, Submachinegun, Machinegun, Shotgun, Experimental and other infantry-carried weaponry.
-Attack(Gunnery) [PH/MD]
Advanced Skills: Mortar, Artillery, Vehicle Main Gun, Vehicle Close Combat, anything vehicle mounted or transported.
-Attack(Heavy) [PH]
Advanced Skills: Rocket Launcher, Grenade Launcher, Heavy Machinegun, Flamethrower, any heavy weaponry including crew-served and emplaced weapons.
-Attack(Thrown) [MB]
Advanced Skills: Anything from Grenades to Rocks.
-Knowledge [MD]
Special: This is a catch-all for anything that is now specifically pointed out in the other skill areas, such as languages or areas of science. For example (Knowledge: Chemistry), with Advanced Skills in this area being a more focused area (Knowledge: Explosives). Knowledge: Invention allows for the creation of makeshift Gadgets that are used in the scene they are made to solve a specific problem, with the Gizmoteer Special Ability allowing for more sophisticated and permanent examples.
-Willpower [PR]
Advanced Skills: Badass, Defiant, In Control, Mental Defense, Mind Over Matter
Creating the Character: To create the character, you must choose from a series of Skill Packages, starting with your Background, followed by a Branch of Service, Specialization, and then Expertise.
Background Packages: Everyone came from somewhere, so choose one Background Package to show where you came from.
Academic: Your life was consumed with your studies but now the war has forced you out of the classroom and into the battlefield. Starting Skills: 3 Knowledge Skills at 1, Awareness 1, Interaction 1
Urban/Rural Living:Whether on the city streets or the fields of the farm, you picked up a few tricks and got in a scrape or two. Starting Skills: Athletics 1, Attack: Melee 1, Awareness 1, Interaction 1, Pilot 1
Warzone:Your childhood was filled with bomb craters and the crack of sniper fire while artillery barrages were your lullaby. This is a sad truth in a world locked in conflict. Starting Skills: Athletics 1, Attack: Melee 1, Survival 1, Awareness 1, Willpower 1 (May instead choose to swap this for an additional level in Athletics)
Branch Of Service: Each branch comes with a suggested 'Quick Build' to point you in the direction of a particular path. This will be the only time you can change your stats around. NOTE: Since we are playing Axis, only the Adventurer can choose Allied or SSU packages.
Scientist
Quick Build: MB 2, PH 1, MD 3, PR 3 Starting Skills: Awareness 1, Interaction 1, Knowledge: Lore 1 (Advanced Skill 1), Knowledge: Science 1 (Advanced Skill 1) Special: Specify 1 type of Lore, 1 type of Science and 1 advanced area of knowledge for each. Starting Equipment: Colt .45, Knife, Access to Lab and Tools for a specific scientific field, White Lab Coat
Axis Grenadier
Quick Build: MB 3, PH 3, MD 1, PR 2 Starting Skills: Attack: Firearm 1, Attack: Melee 1, Attack: Heavy 1, Athletics 1, Repair 1 Starting Equipment: Uniform, Sturmgrenadier Ausf. A Body Armor, StG-47 Assault Rifle, Knife, Panzerfaust OR 2 Grenades
Specialist Package: These packages provide additional skill focuses for your character.
You can only pick ONE.
Celebrity
Skills: Athletics 1 (Stunts 1), Attack: Melee 1, Interaction 1 (Charm 1), Willpower 1 Equipment: Autograph Book, Little Black Book, Lucky Charm, Agent's Contact Details, Fan Club, Drinking Flask.
Pilot/Mech Driver
Skills: Pilot: Aircraft OR Walker 2, Attack: Gunnery 1, Radio 1, Repair 1 Equipment: Appropriate vehicle GM Recommends: Pilot: Walker 2 to better support the rest of the party.
Professor
Skills: Interaction 1, Knowledge: 4 ranks in Knowledge Skills of choice (this means multiple Knowledge Skills) Equipment: Textbooks, notebooks and field stationary kit.
Radioman
Skills: Radio 2 (Fire Support 1, Model 1), Willpower 1, Repair 1 Equipment: Codebooks, Maps, Long-Range Radio, Radio Kit
Spotter
Skills: Radio 1, Awareness 1 (Sight 1), Black Ops 1, Special Ability 1 (Spotter 1) Equipment: 2x grenades, Camouflage Suit, Binoculars, Survival Kit
War Department
Skills: Demolition 1 (Disposal 2), Survival 1, Black Ops 1 Equipment: Small Tool Kit, Forged Documents
Commander
Skills: Interaction 2 (Command 1), Radio 1, Willpower 1 Equipment: Short Range Radio, Radio Kit, Map, Survival Kit, Codebooks
Commando
Skills: Black Ops 1 (Stealth 1, Disguise 1), Survival 1, Attack: Melee 1 Equipment: Short Range Radio, Radio Kit, Map, Survival Kit, Codebooks
Marksman
Skills: Black Ops 1 (Stealth 1), Attack: Firearms 1, Special Ability 1 (Sniper 1) Equipment: Replace StG-47 with PSG-1 Sniper Rifle, 3x Grenades, Binoculars, Survival Kit, Camouflage Suit
Heavy Grenadier
Skills: Repair 1 (Armor 1), Special Ability 1 (Gizmoteer 3), Attack: Heavy 1 Equipment: Replace all equipment with Sturmgrenadier Ausf. B Power Armour, Combat Knife and one of the following Specialist Weapons. Specialist Weapon Choices: Laser-Gewehr, Flammenwerfer 40, Fliegerfaust, or MG-44 Zwei Special: The Gizmoteer ranks only allow access to the Power Armour. Knowledge Skills are required to use Gizmoteer for building custom items.
Recon
Skills: Attack: Firearm 1, Attack: Heavy OR Thrown 1, Special Ability 1 (Fast 1), Black Ops 1 Equipment: Survival Kit, Camouflage Suit, Combat Knife, Binoculars.
Veteran
Skills: Attack (Firearms OR Melee 1), Survival 1, Willpower 2 (Badass 1) Equipment: Good Luck Charm, Souvenirs, Medal of Valour
Weapon Specialist
Skills: Character gains 2 ranks in ONE advanced skill from the following: Attack: Firearms, Attack: Heavy or Attack: Thrown, Repair 1, Demolitions 1, Awareness 1
Field Researcher
Skills: Interaction 1, Two Knowledge Skills at 2 (1 Advanced Skill for each at 2), Awareness 1 Equipment: Research Kit, Survival Kit, Notebook, Stationary Kit
Genius
Skills: 3 Ranks in Knowledge Skills of player's choice, 4 ranks in related Advanced Skills for those Knowledge Skills Equipment: Journal And Notes, Hobby Item, Crossword puzzle, Handgun, Reference Book written by character, text written by favourite author.
Experience Package: This final bit of specialist knowledge should hopefully fill in any gaps. As before, pick only ONE.
Diplomat
Skills: Awareness 1, Interaction 1, Knowledge 2 (Select from Language, Culture or Politics) Equipment: Political Papers, Identification, Language and Culture guidebook, Lucky Charm
Gizmoteer
Skills: Special Ability 1 (Gizmoteer 3), Knowledge: Invention 1 Equipment: Various scientific tools, gadgets and messy notes. GM recommends: This works with any other package, especially as you never know when you might need to build a custom vehicle or weapon. Don't take this with Heavy Grenadier, and make sure to grab a Knowledge Skill or two so you know the basics behind whatever you're inventing (Knowledge: Firearms for example )
Prisoner Of War
Skills: Awareness 1, Survival 3, Willpower 1 Equipment: Bad Memories, Lucky Charm, knife, Medal of Valour
Super Being
Skills: Athletics 1, Special Ability 1 (Special Power 1), Special Power 1 (Power Of Choice at Rank 1) Equipment: Detailed Medical Records (+1 to Medic tests at the costs of an extra 30 minutes taken to treat injuries), personal camera, fancy uniform, military observer close by.
Spy
Skills: Awareness 1, Black Ops 1, Interaction 1, Radio 1, Special Ability 1 (Ability Of Choice 1) Disadvantage: Wanted 2 Equipment: Fine Clothes, Flask, Cigarettes, mini-camera, micro-radio, knife, small pistol
War Hero
Skills: Pick any 5 of the following - Attack: Melee (Weapon Of Choice 1) OR Attack: Firearm (Weapon of Choice 1), Survival 1, Willpower 1, Special Ability 1. Any can be picked more than once up to 3 times. Equipment: Medal of Courage, Souvenir Pistol, Grenade, Combat Knife, Weapon Of Choice (Melee OR Firearm)
Special Abilities List: Abilities marked with (+) or (-) note an increase in price when improving these with Improvement Points during gameplay.
Special Ability: This is how you gain additional Special Abilities, up to a maximum of 5.
Advanced Reactive Fire: The character adds 1 to his MB for each rank of this when using a Reaction to open fire on an enemy.
Assassin (+): The character adds additional damage in a melee or 'sniper' attack equal to the ranks in this ability. Melee attacks require the character to have initiative, and the extra damage is only applied if the attack actually wounds the target. This counts as Two Actions when used.
Berserk: When the GM allows, the character can treat a number of combat dice equal to his rank in this ability as Successes, removing them before rolling the rest of the dice pool. The character suffers 1 Nonlethal (N) damage that ignores armour but may be reduced by Damage Resilience. The player is expected to roleplay the berserk rage of the character, including them calming down.
Charge: The character may make a free attack action using melee weapons immediately after doing two Move Actions and when they use this attack they move an additional meter for every rank in this ability.
Charismatic Manipulator: The character reduces a target's ability to resist them in personal interaction by 1 die per rank.
Cheat Death: When the GM allows, the character reduces damage taken by his ranks in this ability.
Fast (--): The character adds 1 per rank to his Movement.
First Strike (-): The character adds his rank in this ability to his Initiative Roll for combat.
Gizmoteer: Each rank grants 5 'Gizmo Points' that are spent to create custom weapons, gear and vehicles. This will require GM collaboration to prevent power-gaming.
Luck (---): The character may reroll any failures in a dice pool once per rank.
Paired Weapons: The character can use two weapons of the same type (either Melee OR Ranged) as if they had the Paired Weapon Trait. However, the amount of skill dice that can be divided between the two weapons is equal to the rank of the ability. If the weapon has the Paired Weapon trait, this maximum is ignored.
The character can may one attack with a +1 Dice Pool bonus, or divide the Skill Dice in half and make two separate attacks. Only the Skill Dice are divided, not the Characteristic.
Rank (--): Due to heroic deeds, celebrity, or charisma, the character treats a number of dice equal to this ability's rank as automatic successes, which are removed before the rest of the pool is rolled. This can only be invoked when interacting with individuals in the same military structure as the character.
Sniper (+): Each rank ignores 1 point of armour when performing a Sustained Ranged Attack, but only if the character does not make an attack that targets multiple opponents.
Special Power: The character can possess special, superhuman powers.
Special Power is bought as a Special Ability and works like one. Essentially, Special Power allows you have 1 superpower per rank, which in turn are improved like normal skills. To get another power however, you need to jump through a couple of hoops. You must improve Special Ability to Rank 2, and then increase Special Power to Rank 2 before you can purchase another power. And so on and so forth for every new superpower you want.
For balance reasons, players can only have TWO superhuman powers.
Spotter: Each rank allows the character ignore 1 level of difficulty for a Sustained Ranged Attack for any ally within 1.5 meters. This ability does not work if the character makes a multi-attack or uses an attack that target's multiple enemies, cannot move or make any attacks while using this ability and must spend an Action to invoke the ability. Very useful for calling Fire Support.
Tank Head: Each rank allows a Neutral/Effect result to be counted as a Success when repairing vehicles including tanks and walkers, but not for aircraft or watercraft.
Super Powers List: Super Powers are treated like Skills when spending Improvement points on them. As before, a (+) or (-) modifies the base cost for the purposes of spending Improvement points during gameplay.
Damage Resilience(+): Each rank grants an additional box of Capacity, and allows the character to roll a dice per rank in this power to ignore damage done.
Eldritch Energy (+): The character can project a form of energy that has 1/1 Physical (P) damage per rank with an effective range of 4xRank meters.
Enhanced Characteristic: The character chooses a Core Characteristic. They can now provide a +1 per rank boost that can go over the human maximum of 5.
Flight (-): The character can fly at a speed equal to their Movement x Rank. They have no restriction in terms of altitude beyond any specialist breathing equipment required.
Resurrection: The Character can reanimate the dead as zombies. Zombies of the same faction as the character may follow basic commands but enemy faction zombies will still remain hostile.
Telekinesis: The character can move objects a distance equal to MD + Ranks in meters using the power of their mind, with an effective PH and MB equal to the power's Rank.
Totenmeisterin: The character possesses unique Vrill technology that allows the control of 10 x Rank Zombies mentally, regardless of faction allegiance. Creating the zombies is a different matter altogether, requiring the Resurrection power either in personal possession or in the possession of a party member, a Gizmoteer, or plain encountering them in the field. That last one is not as hard as one might think in 1947.
Vampiric Drain: The character has a Dice Pool equal to their Rank. As a Melee Attack, they can roll this Dice Pool and recover lost Capacity to Physical Damage, dealing that same damage in return.
Final Touches:
Each character can now spend 4 points to improve skills, up to the character creation max of 3 of course, or grab new skills and abilities. Special Abilities and Super Powers are treated as Skills for the purposes of improving them, but as stated before you need to increase Special Power and Special Ability to get new ones.
All characters now get the following equipment:
Basic Flak (Armour 2) if they did not take the Grenadier option.
Sturmgrenadier Ausf. A Armour for any that did take the Grenadier option. (Armour 3)
Sturmgrenadier Ausf. B Power Armour for Heavy Grenadiers. (Capacity 4, Armour 4, Damage Resilience 2)
1 weapon in which they have an Advanced Skill in. Otherwise, they start with an MP-46 Submachinegun.
1 Grenade per Rank in Attack: Throwing
1 Luger Pistol if they did not take an option that provide a .45 Pistol.
Standard-Issue Field Kit with the following: Rations, Uniform, First Aid Kit, Bayonet, Helmet, Identification Tags, Boots and Entrenching Tool.
1x Light or Medium Walker for any character who took the Pilot character option.
Weapon stats and Walker choices will be provided later.
Weapon Specialist
Skills: Character gains 2 ranks in ONE advanced skill from the following: Attack: Firearms, Attack: Heavy or Attack: Thrown, 2 ranks for an Advanced Skill in one of the following Specialist Weapons, Repair 1, Demolitions 1, Awareness 1 Specialist Weapons: MG-48, Flammenwerfer-40, Panzerschreck, Laser-Werfer, Solothurn 20mm (Sniper Rifle), MG-44 Zwei, Fliegerfaust (Rocket Launcher)
Warzone:Your childhood was filled with bomb craters and the crack of sniper fire while artillery barrages were your lullaby. This is a sad truth in a world locked in conflict. Starting Skills: Athletics 1, Attack: Melee 1, Survival 1, Awareness 1, Willpower 1 (May instead choose to swap this for an additional level in Athletics)
War Hero
Skills: Pick any 5 of the following - Attack: Melee (Weapon Of Choice 1) OR Attack: Firearm (Weapon of Choice 1), Survival 1, Willpower 1, Special Ability 1. Any can be picked more than once up to 3 times. Equipment: Medal of Courage, Souvenir Pistol, Grenade, Combat Knife, Weapon Of Choice (Melee OR Firearm)
So, totalling up skills, without using War Hero, so far, I've got:
Athletics 2
Attack Melee 2
Survival 3
Awareness 2
Willpower 1
Interaction 1
Medic 1
Black Ops 1 (Stealth 1) (Disguise 1)
Now, before I spend the remaining points, two questions.
1:
2. Super Power is treated like an Advanced skill, correct? So that if I purchased Special Ability 1 with War Hero, I'd still have to put in a second point to actually get the Super Power?
Background: Warzone:Your childhood was filled with bomb craters and the crack of sniper fire while artillery barrages were your lullaby. This is a sad truth in a world locked in conflict. Starting Skills: Athletics 1, Attack: Melee 1, Survival 1, Awareness 1, Willpower 1
Weapon Specialist
Skills: Attack: Firearms (Sniper Rifle 2), 2 ranks for an Advanced Skill in one of the following Specialist Weapons, Repair 1, Demolitions 1, Awareness 1 Specialist Weapons: Solothurn 20mm (Sniper Rifle)
War Hero
Skills: Pick any 5 of the following - Special Ability: Sniper 1, Survival 1, Willpower 1, Special Ability: Luck 2.
Equipment: Medal of Courage, Souvenir Pistol, Grenade, Combat Knife, Weapon Of Choice (Sniper Rifle 1)
Equipment:
Basic Flak (Armour 2)
Solothurn 20mm (Sniper Rifle)
1 Grenade
Colt .45
Standard-Issue Field Kit with the following: Rations, Uniform, First Aid Kit, Bayonet, Helmet, Identification Tags, Boots and Entrenching Tool.
Rough Backstory: Grew up in a war torn area, independently became a guerrilla fighter when the front seesawed over his town, picked up a antimaterial rifle as battlefield salvage and became one of those people stories are told about when his campaign became far more effective than he could have ever hoped for. Eventually recovered by Axis forces and slotted into special forces due to his skillset.
What is probably going to be my character. A lucky Survivalist Sniper, who has an antimaterial rifle as his primary weapon (I don't think he's a Czech though...).