Battle Jackets

Mechanical, super-powered suits used by traditionally weaker beings to engage with powerful adversaries. While piloting a Battle Jacket, you will replace several facets of your character with those of the Battle Jacket – but you won’t take any damage from attacks. Though, be careful! If a Battle Jacket is destroyed, you’ll take all that damage at once.

Like characters and Vehicles, if a Battle Jacket has its Life Points reduced to 0, it is destroyed.

Jacket Piloting. The first time you enter a specific Battle Jacket, you must pass a Piloting Skill Check, TN Very Hard. If you fail, you can’t use this Battle Jacket for the remainder of the Combat Encounter or for at least one day. If you succeed, you gain access to piloting this specific Battle Jacket (you do not need to repeat this Skill Check each time).

To enter a Battle Jacket, spend Three Actions when Adjacent to a Battle Jacket that does not have a pilot. While piloting a Battle Jacket, you use the Battle Jacket as if it was your character, relying on its Life Points, Ki Points, Attribute Modifiers and Traits as if it was a character, while not being able to utilize those of your own character, with some key exceptions:

  • A Battle Jacket will use its Pilot’s Insight, Scholarship, Spirit and Personality Modifiers.
  • A Battle Jacket will use its Pilot’s Saving Throw Modifiers and Skills (including their Attribute Modifiers for the Skill Rolls – with the exception of Athletics and Acrobatics, which both use the Battle Jacket’s Attributes for calculation).
  • A Battle Jacket gains access to all the Talents and Mental-Category Racial Traits of its Pilot. A Battle Jacket cannot gain access to more than 3 Mental-Category Racial Traits through this effect. If the Pilot has more than 3 Mental-Category Racial Traits, the Pilot chooses which ones that specific Battle Jacket gains access to the first time they Pilot the Battle Jacket (these options are retained each time they Pilot the Battle Jacket).

While piloting a Battle Jacket, you cannot be targeted by an Attacking Maneuver but the Battle Jacket takes your place in Initiative and your place on the Battle Map (both as an Ally to your Allies and an Opponent to your Opponents) – unless that Maneuver has the Penetration Advantage or is made as a Called Shot.

Battle Jackets function, otherwise, just like any other character. They have Health Thresholds, suffer similar effects for falling through them and may use any rules typically applied to the system. Battle Jackets, however, cannot participate in any type of Fusion.

Any Magic Attacks made by a Battle Jacket use the Battle Jacket’s Force Modifier instead of the Spirit Modifier when calculating damage. However, you cannot use any of your own Signature Techniques or Magical Abilities while Piloting a Battle Jacket.

To leave a Battle Jacket, spend One Action to do so. Choose a Square adjacent to the Battle Jacket and place yourself on that Square.

Jacket Destruction. If a Battle Jacket has its Life Points reduced to 0, it is destroyed. Immediately, the Pilot of the Battle Jacket must make an Impulsive Save, TN Very Hard. If they succeed, they take non-reducible Lethal Damage equal to 1/2 of the Battle Jacket’s Maximum Life Points. If they fail, they are caught in the blast completely and receive non-reducible Lethal Damage equal to the full Maximum Life Points of the Battle Jacket.

Battle Jackets cannot regain Life Points except by repairing them through spending an hour outside of a Combat Encounter to make a Craft or Science (whichever is higher) Skill Check, TN Hard. If you fail, the Battle Jacket remains with its current Life Points. If you succeed, select a number of hours to spend fixing the Battle Jacket and if you are uninterrupted during that time, you restore 2d10(T) Life Points for every hour spent attempting to fix the Battle Jacket.

Jacket Attributes. Each Battle Jacket has their own Agility, Force and Tenacity Modifiers. Each has a starting Modifier of +5, which can be increased through the Battle Jacket Creation rules below.

While piloting a Battle Jacket, use their Agility, Force and Tenacity Modifiers for any Rolls, Aptitudes (such as Soak), Traits, Talents or effects.

Battle Jackets cannot gain Super Stacks.

Jackets on the Battle Map. The Pilot of a Battle Jacket is found in the centermost Square that they occupy, as much as is possible. While piloting a Battle Jacket, neither the pilot nor the Battle Jacket itself is affected by the Battle Environment.

Jacket Size. As with any character, Battle Jackets have their own Size Category. Battle Jackets start at the Large Size Category. To pilot a Battle Jacket, you must be at least 1 Size Category smaller than the Battle Jacket itself.

Jacket Traits. Each Battle Jacket has Traits that become accessible while it is being piloted, representing the unique abilities and features built into that Battle Jacket. Jacket Traits are potent, akin to Racial Traits in that they are a fundamental part of what makes your Battle Jacket unique and powerful enough to challenge the Dragon Universe.

Jacket Modes. As many characters within the Dragon Universe, a Battle Jacket can increase its power in an exponential burst, akin to Transformations in how they function.

Battle Jacket Creation

Technological progress in the Dragon Universe can be impressive: Hovering vehicles, interstellar travel and even cyborgs capable of defeating a Super Saiyan! So, it should come as no surprise that your mechanical marvel can be made just as powerful as a warrior who’s trained to harness the power of Ki.

When making a Battle Jacket, follow the steps below:

Step One: Attribute Modifiers

As shown above, Battle Jackets have their own set of Attribute Modifiers. One of the key ways you can personalize your Battle Jacket is through increasing these Attribute Modifiers.

Select one of your Attribute Modifiers (AG/FO/TE) and set it to +7. Then, for each of your Power Levels at the time of creation, gain +1 A-Mod Point. A-Mod Points are spent immediately to increase your Attribute Modifiers. For each A-Mod Point you spend on an Attribute, increase it by +1.

Step Two: Life Points + Ki Points

Each Battle Jacket has a pool of Life Points just like another character. To calculate their Life Points, roll a 3d10 and then, for each of your Power Levels at the time of creation, roll an additional 1d10.

Like with calculating a normal character’s Life Points, a Battle Jacket’s Life Points are increased by its base Tenacity Modifier for every Power Level the creator possesses at the time of creation. If the base Tenacity Modifier would increase, apply this increase onto its number of Life Points retroactively.

The Ki Points and Capacity Rate for each Battle Jacket is easily calculated, following the table in Character Creation based on the Power Level of the Battle Jacket’s creator at the time of creation. The Battle Jacket’s Ki Points and Capacity Rate is equal to the result found therein.

Step Three: Battle Jacket Traits

Each Battle Jacket has 4 Jacket Traits. Jacket Traits cannot be taken multiple times unless specified in the Trait.

Jacket Traits are split into Offensive, Defensive and Supportive. You cannot have more than 3 unique Jacket Traits from each category.

Important Note. A Battle Jacket’s Power Level and Tier of Power are equal to its creator’s Power Level and Tier of Power respectively at the time of creation. While this cannot be increased normally, your ARC may allow you to spend time outside of a Combat Encounter refining your Battle Jacket to bring its Power Level and Tier of Power up to match yours, gaining and spending any A-Mod Points along the way and recalculating the Battle Jacket’s Maximum Life Points and Ki Point Pool.

Jacket Traits

Dynamic. If you’d like to make your own, discuss it with the ARC and assign a proper category for it!

Offensive

Armed Jacket. Integrated into the systems of this Battle Jacket are weapons, allowing for fierce attacks. When you gain this Jacket Trait, create a Weapon. Once per Combat Encounter, the Battle Jacket can produce a copy of your chosen Weapon. If the Weapon was of the Ballistic Category, you may increase its Wound Roll by 1/2 of the Battle Jacket’s Force Modifier.

If you have 2+ Skill Ranks in Piloting, you suffer no Wielding Penalty when using this Weapon through the Battle Jacket.

This Jacket Trait can be chosen multiple times. For each time you choose this Trait after the first, increase the Wound Rolls for any Armed Attacking Maneuvers made through this Battle Jacket by +2(T).

Bestial Design. When you select this Jacket Trait, this Battle Jacket gains access to one of the following Beast-Man Traits (you decide): Claws, Impaling Horns, or Tail.

Automated Brutality. Once per Combat Round, when you successfully strike (hit) an opponent with an Attacking Maneuver, you may increase the Wound Roll by +3(T).

If you knock an opponent through a Health Threshold with this Attacking Maneuver, reduce the Natural Result of their Steadfast Save by -2.

High Speed Charge. Once per Combat Encounter, when you enter the Melee Range of an opponent after moving 6+ Squares, you may increase your next Strike and Wound Rolls against that opponent by +2d6(T).

Reduce the Ki Point Costs for the Blitz Maneuver and the Rapid Movement option of the Movement Maneuver by -1(T).

Giant Grip. Once per Combat Round, when making a Grapple Check, you can spend up to 4(T) Ki Points to increase the Dice Score by +1(T) for every 2(T) Ki Points spent.

Treat this Battle Jacket’s Size Category as if it was +1 higher when rolling a Grapple Check to maintain a Grapple.

Mecha Finisher. Create a Signature Technique of the Ki Manipulation or Martial Arts Foundations that costs up to 20 TP. The Battle Jacket gains access to that Signature Technique and gains +1 free Energy Charge whenever using that Signature Technique.

This Jacket Trait can either:

  • Be taken one additional time to increase the TP used by +20 TP.
  • Be taken any number of times to create a new Signature Technique(s).

Self Destruct. While this Battle Jacket’s Life Points are below the Bloodied Health Threshold, if you use the Basic Attack Maneuver and select the Explosion Profile, you may apply the Final Chance Advantage and Self-Explosion Disadvantage to that Attacking Maneuver.

If you do, you activate the effects of Final Chance even if this Battle Jacket’s Life Points are above the Injured Health Threshold.

Defensive

Heavily Reinforced. Increase the Maximum Life Points of this Battle Jacket by +1d10 for every Power Level possessed by its creator, at the time of creation. Additionally, reduce all Damage from Attacking Maneuvers this Battle Jacket takes by -3(T).

Painful Vibrations. If you are successfully struck (hit) by an Unarmed Physical Attack, the attacking character receives Damage equal to 1/4 of their Wound Roll’s Dice Score. If you are successfully struck (hit) by an Armed Physical Attack that fails to deal Damage to your Battle Jacket, that Weapon reduces its Break Value by -1.

Reduce all Damage you take from Physical Attacks by -2(T).

Ultimate Survival Mode. By rapidly spinning, you prevent opponents from approaching. You can begin spinning by spending One Action and 5(T) Ki Points during your turn. If an Opponent enters your Melee Range for any reason, make a Physical Strike Roll against their Dodge. If they are hit, they are moved a number of Squares away from your Battle Jacket equal to 1/2 of its Force Modifier. At the start of each Combat Round, apply this effect to any Opponents within your Melee Range as if they just entered it.

Once per Combat Round, while spinning, you may use the Block or Deflect options of the Parry Maneuver without spending a Counter Action.

At the start of each of your turns, while you are spinning, you must either spend 5(T) Ki Points or stop spinning.

Invulnerability Coating. Up to twice per Combat Encounter, after you are successfully struck (hit) by an Attacking Maneuver but before the Wound Roll has been made, you can decide to reduce the Damage you will receive from this Attacking Maneuver by -1/2.

Flexible Frame. Gain the Slender Frame Beast-Man Trait. Additionally, gain the Nobiru-Ude option of the Flexible Biology Racial Trait (see – Namekian).

Giant Robot. This Battle Jacket benefits from the Size Increasing (Level 2) Aspect. Increase the Soak Value gained from Size Categories for this Battle Jacket by x2.

You can select this Trait twice and if you do, increase the Size Increasing Aspect by +1 and this Battle Jacket benefits from the Armored Form Aspect.

Eject Button. The Pilot can leave this Battle Jacket as an Instant Action. If the Battle Jacket would be destroyed, you do not take any damage if you pass the Impulsive Save.

Supportive

Combination. If another Battle Jacket has this Jacket Trait, you may combine with it. To combine, during your turn, you must spend 2 Actions to initiate the Combination with any number of Battle Jackets with willing Pilots. If you do, the other Battle Jackets move to the position of the initiating Battle Jacket and combine to create a C-Jacket (Combined Jacket).

Creating a C-Jacket:

  • A C-Jacket gains up to 3 Jacket Traits from each Battle Jacket (of that Pilot’s choice) and access to any Jacket Modes they each possess. A C-Jacket cannot gain more than 9 Jacket Traits through this method.
  • A C-Jacket’s Attribute Modifiers are decided by taking the highest Attribute Modifier for each Attribute (AG/FO/TE) from the combining Battle Jackets.
  • For each Battle Jacket that has combined into the C-Jacket, increase the Attribute Modifiers (FO/TE) of the C-Jacket by +1(bT).
  • A C-Jacket’s Maximum Life Points is equal to the combined current Life Points of each Battle Jacket.

A C-Jacket’s main Pilot is the Pilot that initiated the Combination, which functions as if piloting a normal Battle Jacket. The other Battle Jacket Pilots must remain in their Battle Jackets, which have become a part of the C-Jacket, but only possess One Action to use during their Turns while in the Combination – for all other intents and purposes, however, they are also considered the Pilot of the Combination.

Any Pilot within the C-Jacket can spend One Action to end the Combination, causing each Battle Jacket to land in a Square adjacent to the position the C-Jacket took up. Their current Life Points are set to 1/3 of the current Life Points of the C-Jacket at the time of ending the Combination.

Remote Controlled. Once per Combat Round, as an Instant Action during your Turn, if you are the owner of this Battle Jacket and there is no current Pilot in this Battle Jacket, you may act as if you were Piloting this Battle Jacket and control it as if you were.

You may only spend up to 2 Actions during each Combat Round controlling the Battle Jacket this way. After spending those 2 Actions or ending your Turn, the Battle Jacket returns to being treated as if it has no Pilot.

Nano Repair. This Battle Jacket regains 3(bT) Life Points at the start of each Combat Round. Additionally, this Battle Jacket may use the Recovery Rules (see: Attacking & Conditions).

Backup Reserves. Once per Combat Encounter, you may spend One Action to use a Power Surge Maneuver.

Increase the amount of Life Points or Ki Points regained through Surge Maneuvers by +5(T).

Data Input. Once per Combat Round, you may spend One Action to Scan an opponent – making them a Scanned Target until the end of your next turn. A Scanned Target reduces the Natural Result of the base d10 for all their Strike and Dodge Rolls against you by -1 and increases the Natural Result of the base d10 for all your Strike and Dodge Rolls against them by +1.

Travel Form. When you gain this Battle Jacket, create a Vehicle as if it was made with a Hard Craft TN. The Vehicle’s Volume is Minor if this Battle Jacket is Large, Moderate if this Battle Jacket is Enormous or Major if this Battle Jacket is Gigantic (see: Giant Robot Jacket Trait).

While piloting this Battle Jacket, you may spend One Action to transform this Battle Jacket into a Vehicle or, while Piloting the Vehicle that this Battle Jacket turns into, you may spend One Action to turn back into the Battle Jacket mode – any other characters in the Vehicle are deposited in squares adjacent to the Battle Jacket of your choice. The Vehicle’s Life Points are equal to the amount of Life Points the Battle Jacket possessed at the time of transformation, irregardless of what its Maximum Life Points would be considering its Vehicle Volume and any damage sustained as a Vehicle is maintained as a Battle Jacket.

Capsule Form. If no-one is piloting this Battle Jacket and you are on a Square adjacent to it, you may spend One Action to store it in a Capsule.

Due to the technology required to store the machine in a Capsule, it has a much tighter, more efficient design. You do not suffer the penalties for falling through a Health Threshold, except for the Wounded Health Threshold.

Jacket Modes

Jacket Modes are breakthroughs in technology that you must learn about to apply to your Battle Jacket. Battle Jackets don’t have the ability to transform like a Saiyan, but you can give them functionalities to improve their abilities permanently – or even in a more dramatic fashion for a short time! These are generally known as Jacket Modes.

Mode Categories. Jacket Modes fall into two categories: Permanent or Activated.

  • A Permanent Jacket Mode is permanently affecting the Battle Jacket and permanently allows access to its Traits. Permanent Jacket Modes can be stacked, up to the maximum number of stacks listed on that Jacket Mode. You must gain each one individually.
  • An Activated Jacket Mode applies the Ki Multiplier rule (see – Transformation Rules) as if it was an Alternate Form and requires a Transformation Maneuver to enter as if it was a Transformation.

    You must roll an Output Test to enter an Activated Jacket Mode and to maintain the Jacket Mode, you must roll it at the start of each of your turns (you do not roll it if the Battle Jacket is knocked through a Health Threshold). Each Activated Jacket Mode will have their listed Output Test.

    A Battle Jacket exits an Activated Jacket Mode if its Ki Points reach 0, the Pilot leaves the Battle Jacket or by the Pilot spending One Action during their turn.

    You cannot use an Activated Jacket Mode while already in an Activated Jacket Mode.

Gaining Jacket Modes. As with Transformations, you primarily will gain Jacket Modes through your ARC. It is up to them how they allow you to gain access to that technology, but ultimately they should treat each individual stack of a Permanent Jacket Mode like it is a brand new Jacket Mode and has to be obtained in a different way – showing your increasing depth of knowledge.

Output Test. Instead of a Stress Test, Activated Jacket Modes require you to roll a ‘Output Test’. To make an Output Test, roll a d10, add your Battle Jacket’s Power Level and 1/2 of Battle Jacket’s base Force Modifier. Do NOT add additional dice from Tier of Power. Output Tests cannot be modified by Combat Conditions and are Solid Dice.

If you fail an Output Test, the Battle Jacket suffers from Stress Exhaustion – treat the Activated Jacket Mode as if they were Transformations for the effects of Stress Exhaustion.

Upgraded Specifications

  • Mode Category. Permanent
  • Maximum No of Stacks. 1(bT)
  • Tier of Power Requirement. 1+
AGFOTE
+2+2+2

Enhance. Choose one Attribute (AG/FO/TE). Increase the Attribute Modifier Bonus of your chosen Attribute by an additional +2 for each stack of this Jacket Mode.

Additionally, for every 2 stacks of this Jacket Mode, you may gain +1 Jacket Trait. You cannot gain more than +2 Jacket Traits through this effect.

Consumed Life Force

  • Mode Category. Permanent
  • Maximum No of Stacks. 1(bT)
  • Tier of Power Requirement. 2+
AGFOTE
+0+0+0

Transformative Beam. You may spend Two Actions and 6(T) Ki Points to make a Magic Strike Roll against a target that is not at Long Range. Reduce your Strike Roll as if you were making a Called Shot. If you successfully strike them, you can transform them into an object of your choice (you must decide this immediately upon gaining this Jacket Mode and select a Size Category between Tiny and Small – which the target will become if struck), and then make an opposed Cognitive Save. If one character has a higher Tier of Power, they gain +1(T) to their Cognitive Save for this check. If you win, the target is completely transformed into that object, gains the Prone Combat Condition and cannot take any actions. If you lose, the target gains the Transfigured Combat Condition. The effects of Transformative Beam last for 1d4 Combat Rounds (roll the dice as soon as the target is successfully hit).

If a completely transformed target is within your Melee Range, you may spend Two Actions to have this Battle Jacket consume them, removing them from the Battle Map. If this Battle Jacket consumes them, they gain the Absorbed Combat Condition with you as the Absorber and you gain another stack of Consumed Life Force.

Treat this Jacket Mode as if it was the Absorption Manifested Power for the effects of the Absorbed Combat Condition.

Power Drawn. For each stack of Consumed Life Force gained with an Absorbed Character (a character with the Absorbed Combat Condition with this Battle Jacket as the Absorber), increase the Attribute Modifier Bonuses (AG/FO/TE) of this Jacket Mode by +2(bT) – using the base Tier of Power of the Absorbed Character.

Once per Combat Round, you may select one Absorbed Character and spend their Ki Points as if they were possessed by this Battle Jacket to Ki Wager on any Attacking Maneuver – any Ki Points spent in this manner are still deducted from this Battle Jacket’s Capacity Rate.

Forsaken Body

  • Mode Category. Permanent
  • Maximum No of Stacks. 1
  • Tier of Power Requirement. 2+
AGFOTE
+2+2+4

Man to Machine.  You have permanently combined your body with this Battle Jacket, such as through implanting your brain directly into the machine. You are permanently considered to be piloting this Battle Jacket and no longer need to breathe, eat, drink or sleep.

You may use the base Attribute Modifiers of the Battle Jacket for calculating Skills and Saving Throws. Additionally, increase the Maximum Life Points of the Battle Jacket by +1/2 of your Maximum Life Points.

You cannot leave this Battle Jacket and if it would be destroyed, treat it as if your character would die.

Condensed Machine

  • Mode Category. Permanent
  • Maximum No of Stacks. 1
  • Tier of Power Requirement. 4+
AGFOTE
+12+8+8

Typical Fighter. This Battle Jacket gains access to its Pilot’s Signature Techniques and Magical Abilities. Additionally, when this Battle Jacket successfully strikes (hits) an opponent with an Attacking Maneuver, increase the Natural Result of any d10s on the Wound Roll by +2.

If you have gained the Giant Machine Jacket Trait, treat this Battle Jacket as if it was the Size Category it would normally be due to the Size Increasing Aspect for its Soak Value bonus and for the Punching Down rules.

This Battle Jacket’s Size Category is Medium but can be Piloted by any character who is Medium or smaller.

Divine Machine

  • Mode Category. Permanent
  • Maximum No of Stacks. 1
  • Tier of Power Requirement. 5+
AGFOTE
+16+16+16

Godly Powers – Replicated. Reduce the Damage dealt from the Attacking Maneuvers of characters without God Ki made against this Battle Jacket by -2(T). If all of your opponents in a Combat Encounter do not possess God Ki, you gain +1 additional Action to spend during each of your turns.

Treat the base Tier of Power of any opponent with God Ki as if it was +2 higher when calculating Diminishing Defense from your Attacking Maneuvers. If all of your opponents in a Combat Encounter possess God Ki, reduce the Output Test Requirements for your Activated Jacket Modes by -1/2.

This Battle Jacket benefits from the God Ki Aspect and gains access to the Divine Energy Legendary Trait (see: Godly Powers).

Limit Over

  • Mode Category. Activated
  • Output Test. 16
  • Tier of Power Requirement. 2+
AGFOTE
+2(T)+2(T)+2(T)

Past the Limit. Reduce the Critical Target by -2 (min. 7) for all Combat Rolls. Additionally, each time you successfully deal damage with an Attacking Maneuver, gain +1 Momentum. You can only possess up to 6 Momentum at any one time.

At the start of each of your turns, reduce this Battle Jacket’s Life Points by -5(bT). If this would cause the Life Points to become 0 – you automatically fail the Impulsive Save to escape this Battle Jacket.

Pressing the Charge. For each Momentum, increase the Wound Rolls of this Battle Jacket by +1(T).

Once per Combat Round, you can spend Momentum as an Instant Action to gain various benefits:

  • 1. Immediately regain +1d8(T) Ki Points.
  • 2. Use the Basic Attack Maneuver as an Out-of-Sequence Action.
  • 3. Gain +1 Action to be used immediately.
  • 4. Increase this Battle Jacket’s Tier of Power by +1 (see – Breakthrough) until the end of your next turn.

Maximum Power

  • Mode Category. Activated
  • Output Test. 28
  • Tier of Power Requirement. 4+
AGFOTE
+4(T)+4(T)+4(T)

Red Comet. Once per Combat Round, you may use either the Movement Maneuver or Energy Charge Maneuver as an Instant Action. If you do, reduce the Ki Point Cost for the Rapid Movement option or for the declared Attacking Maneuver for the Energy Charge Maneuver by -2(T).

Each time you knock an opponent through a Health Threshold, increase the Attribute Modifier Bonus given by this Jacket Mode for one Attribute of your choice by +1(T). The Attribute Modifier Bonus of this effect cannot increase the Attribute Modifier Bonus for any one Attribute by more than +2(T) through this effect.

Depending on the base Tier of Power for this Battle Jacket, gain the following benefits:

  • 5) Increase the Attribute Modifier Bonuses (AG/FO/TE) for this Jacket Mode by +1(T) and you may treat each option of the ‘once per Combat Round’ effect of the Red Comet Trait as if they were separate ‘once per Combat Round’ effects.

    When you use a Power Surge while in this Jacket Mode, you may make a Basic Attack Maneuver as an Instant Action.
  • 6) You may spend One Action to enter ‘Beyond Maximum’. While in Beyond Maximum, increase the Attribute Modifier Bonuses (AG/FO/TE) for this Jacket Mode by +3(T) and increase all of your Combat Rolls by +1d6(T). However, the Output Test for this Jacket Mode is increased by +8 while in Beyond Maximum.

    Additionally, upon entering Beyond Maximum, immediately activate a Power Surge.

Lightning Count. If you make an Attacking Maneuver against one opponent and then make an Attacking Maneuver against a different opponent, increase the Wound Roll of the Attacking Maneuver against the second opponent by +1d8(T).

For every Attacking Maneuver you make against an opponent, increase your Strike Rolls by +1(T) until the end of your Turn.

%d bloggers like this: