Title: RPG GUIDE
Teknoguyver - July 22, 2004 03:57 PM (GMT)
(OOC: ok i came across some sites that had good info so i copy and pasted, and reworded the text to fit the rpg's. if you have questions or anything you would like to add please post it in the "rpg guide Q&A" topic. this topic is solely for the guide and it's chapters.
PLOT: Part One
You've just been hit with a great idea for an rpg. Youre inspired, psyched, and cant wait to start writing.
STOP!
The first thing any you should do before starting is to work out a plot outline. the outline will be a blueprint for rpg.Your outline can be detailed with scene
descriptions or brief with only a few lines describing where you want the rpg to go. Which ever method you choose, its best to rework it a few times. The first drafts purposes is to give you the main shape of the rpg letting you know what you need to do to get from point A to point B. Start this outline by writing the beginning and end scenes, and all other major scenes you already envision.( leave them open enough to allow the changes made during the course of the rpg.) Stop in the middle of an idea so you dont start cold the next day.
Start the second draft by reading through what youve written. Try to look for a central theme in your work the main point its making or story its telling. This isnt necessarily a moral, just a central idea. Once you get down to your rpg's true core you'll be able to better see what needs to be reworked. In a good rpg, every scene some how relates to the main core. Any scenes that don't relate, spilt from the main core, or just go off on their own are called side stories or subplots. these will be covered later
Remember though, that even your best draft of an outline probably wont remain completely unchanged throughout the whole rpg. thats why the ending should be left open. Just as Architects get ideas as they build, so will you as an RPGer. As long as you have a blueprint, you can experiment with these changes without damaging the structure.
PLOT: Part Two
what is plot? The answer, plot is "a series of causally related events, involving some sort of conflict (or tension), leading (probably) to a climax and (possibly) to a resolution." So the plot of an rpg or story is the framework on which the other elements are built. That doesn't mean you need to work out the plot before you do anything else, Sometimes the plot emerges from the interaction of your characters in the situations you create.
It's important to keep the terms plot and story distinct. story is the sequence of events in the piece, in the order they occur( i.e. that posts and plots each member of that RPG make.) . Plot, then, is the sequence of events as the author arranges them. In other words, the events laid out in the plot may not be revealed in the same order they happened in the story. This is because the RPG's creator uses devices like flashbacks, characters filling each other in on events, flashforwards and "meanwhile" to reveal occurrences to the other memebers of the rpg.
RPG GUIDE CHAPTERS TO COME:
Opening posts: how to make an opening post.
Ending posts: theres more to it then just saying good bye.
Battleing and other fights: the do's and don'ts of fighting.
Dialogue. theres saying something and then theres saying "Something": when to say, think, or enact your charactors feelings.
Data Files: what you need to have and why we have them.
Gall_4185 - May 4, 2005 11:58 PM (GMT)
Datafile Guide
(Orininaly writen by Kaiser Dragoon while he was a mod at WG.com, Then reposted by TheGuyversWill with no credit given what-so-ever, dispite the fact that not a single word was changed)
Within the context of role play, the abilities and limitations of a character, are as enriching as the story itself. Too much power within a plot, can add to confusion, and distaste amongst those involved. It is the ruling of this board that each character involved within a Role Play plot, should have a data file. Data files are present for comparative uses, and so that you, the player, do not step above your characters own statue of limitations.
Here is what you need on them!
Subject's Name
Code Name if you so choose
Classification of your character
Height
Weight
Physical Description of all forms seen. Be brief though, do a full one in the RPG itself.
Strength
Speed
Agility, which can also be considered Reflex time and the like
Hypersensory range
Durability
Then List ALL WEAPONS and descriptions of those weapons!
Ultimate Attacks if your character has any
Unique Abilities, anything that your character does that no other characters can
Also if it is a different type of RPG, the creator should be the first one to post RPG Data Files and everyone else should follow by example.
Copied this from the rules as it will serve as a good starting point.
Anyone got any questions before I do an example?
Kaiser Dragoon - May 5, 2005 03:05 AM (GMT)
I can do the example data file Kris:
Subject: Madeen (pronounced May-Dean)
Type: Bio Merged Zoalord and Trans Organism
Height: Human: 5’6 Trans Organism Zoalord: 16'
Weight: Human: 130 lbs Trans Organism Zoalord: 1.2 tones
Physical Age: 33
Physical Description (Human)
She is a mysterious and extremely beautiful woman by any standard of measure. She is a Trans Warrior and is on the third level of mutation. Madeen’s a stunning exemplar of what could possibly be optimal human attractiveness. Her figure is incredibly alluring and very stunning to behold. She has thick luscious azure hair with streaks of white highlighting it and is usually tied back into a ponytail with long locks of bangs brushing past her face and has a pair of elf like ears. Her overall physique is stunning with proportional aspects to her frame, much like that of a healthy and well-endowed athletic type. Her body type does not have firmly taut muscles but still retains incredible power within the deceptively feminine form. She has deep brown eyes and a cream coloured complexion that only heightens her sensuality.
Physical Description (Trans Organism-Zoalord)
Madeen has a unique appearance in comparison to her fellow Trans Warriors. She possesses six hyper sensory spikes, two extending backward and four branching forth off the primary. Near the back of her armoured head there is a long whip like tendril that extends down the full length of her body much like a pony tail of hair. Except that this long tendril is encased in razor sharp spikes and at its tip it blossom like an orchid full of blades. Her facial armour is uniquely designed and unlike anything seen thus far. She possesses four feathery blue wings composed of Trans Energy. She also has a single non-bladed tail. She also has two forward facing Trans Blades found midway up her forearms. The overall armour colour scheme is gold armour with white bindings and blue wings with blue flames stylizing certain aspects of her weapon system.
Strength
Madeen, considering her relatively smaller size is still able to tap into a tremendous level of power, approximately 40x that of a standard Guyver with the ability to boost this to 45x for as long as she requires. She is able to maintain this heightened level of strength for prolonged periods of time primarily due to her uniquely designed Zoalord DNA.
Speed
Madeen’s speed is one of her primary characteristics, she is move at speeds of 5,750 MPH on foot, and in the air it is believed to be 7,000 MPH in air. Whilst in space she is able to accelerate to speeds of 7,250 MPH in space. Madeen has the unique characteristic as a by-product of her Zoalord DNA being assimilated into her Trans Organism to allow her to encase herself with a time dilation field and triple her speed for short bursts of five seconds or less.
Agility
Madeen is able to react and move at speeds approximately 37x that of a standard Guyver and under great amounts of emotional strain will react even faster. Her agility increases proportionally when she is moving within her dilation field to the point where she may be able to react faster then Tyrant if not for a few milliseconds.
Durability
Madeen’s armoured form like her Trans kin is naturally incredibly resilient to damage. The armour can be considered the subject’s literal skin, when the armour is active and quickly adapts to all forms of physical and energy based attack. Energy weapons quickly become ineffective, as the Trans Organism is able to adapt at a much higher rate then any other form Guyver armour. The shields Madeen is able to use are also remarkable in sheer strength. She is able to combine her innate Zoalord energy shielding with body shielding of the Trans Organism’s natural Trans energy shielding, it can prevent levels of damage up to 40x that of a standard Guyver. Madeen’s unique Zoalord genetic heritage also gives her ability similar to that of what Tyrant is able to do on a much larger scale. She is able to warp energy attacks around her and if she concentrates hard enough, she can redirect them back at other targets as long as they are below 15x that of a standard mega smasher blast. As a note of concern, Annex weaponry no longer does the same level of damage as previously measured, it appears in mutation three the Trans Organism is able to cope and adapt itself from the Annex energies like any other form of attack. Even when directly induced into the DNA its effects are as harmful as any other attack.
Instincts
At this level of the mutation cycle the hyper senses and sensor orbs have been shed and are now replaced by the superior predatory instincts of the Trans Organism are approximately 37x that of a standard Guyver in detection ability. She has a range of approximately 250km for all Zoaform and Guyver like beings and 75km for all other sentient forms of life. Due to her Zoalord bloodline infused into her Trans Organism Madeen is also able to disrupt lower Zoaforms thoughts, effectively either killing them or should she desire turn smaller numbers into living bombs via a surge of telepathic energies.
Weapons
Trans Crystals
They are highly focused beam of Trans energy, located around Madeen’s Control Crystal, four in total, two on her head and two Trans Crystals found in her wrists. They are considered to be 30x that of a Standard Guyver Head Beam each. It can be fired in rapid succession in a rotating fashion or combined to produce a 5x mega smasher beam.
Celestial Hymn/Scream
Sonic Emitters have been removed and replaced with specialized Trans based crystals. Madeen has two options when using these six crystals. She can either use the Hymn ability and pacify her targets and trigger chemical and nervous responses that lull the effected targets into a state of sleep or pacifistic state or she is able to use the Cry method in which she produces a discharge capable of 45x that of a sonic emitter. It is also possible to permanently damage the DNA of affected creatures and remove their sense of hearing.
Halberd
The shoulders on Madeen’s body morph into a large particle beam lenses and are able to discharge a massive dual blast of energy in a particular direction causing devastating results. Each Halberd lens is capable of firing at 32x that of a standard mega smasher but due to the energy constraints usually fired separately, however when under great emotional stress both can be fired to produce a horrific result.
Vector Cannon
The final form of the original Eraser Cannon now fully upgraded. This weapon is able to produce a horrific level of damage if fully charged. It is composed of a tremendous amount of Trans Energy and is able to be fired from both palms with ease. The only weakness to this weapon is that Madeen, if she decides to supercharge the weapon, must remain still. At regular strength the Vector is able to fire at 13x that of a mega smasher from each palm. If Madeen combines it in one hand he must remain motionless for a minimum of 10 seconds to fire a 28x blast.
Burst Shot
Madeen is capable of tremendous Trans energy manipulation and therefore is able to summon a tremendous amount of raw Trans into a single sphere of unholy power. The size of the sphere is determined by charge time and is capable of reaching sizes of nearly 7 feet in diameter. The Burst Shot is only capable of striking one target and is unable to track it; therefore it must be a stationary target or be used to destroy the environment around her. It is rated at 42x that of a mega smasher.
Trans Missiles
From the numerous spikes found along Madeen’s armoured skull, they can be converted into missiles, and are launched at a single or multiple targets. Once they have been released they are converted into pure Trans energy and each has the strength of a half mega smasher blast in strength. Madeen is able to generate 8 missiles at a time and takes fifteen seconds for them to be regenerated.
Comet
This attack is believed to be an upgraded form that was once possibly used by the host prior to the bio merging process. The attack itself takes some time to generate, it combines Trans and Zoalord Bio Energy together to form a sentient, seek and destroy missile. Multiple Comets can be fired but quickly exhausts Madeen, but with each Comet containing the energy of 15x that of a Gigantic Power Punch, it may be worth the price. The Comet will continually ram the opponent should their shields be raised for approximately ten seconds before dissipating. If there is no energy shielding protecting the target the Comet will strike only once before dissipating. However the Comet will attempt to strike the most vulnerable or open parts. A special note to be included, Comets will Trans Teleport to track targets should they attempt to teleport away from the attack.
Lancer
This particular attack, like all Trans Warriors, is based upon her wings. When Madeen accesses this ability her wings become energized with high amounts of Trans energy and unleashes a blast of Trans Mist upon her opponents. This would usually disorient opponents under usual conditions, but with the sheer amount of high potency Trans energy in the Mist, it not only blinds the target but temporarily negates the use of special abilities and reduces energy weapon strength by half.
Phalanx
The Mega Smasher plates have become obsolete and have been replaced by a truer form of Trans Organism weapon which the mega smasher was originally conceived from. The chest plates open to expose a tremendous amount of Trans Organism tissue that has the capacity to fire an enormous amount of balls of Trans energy across a wider range then a mega smasher, capable of firing in nearly 180 degrees from its point of origin and travel at sub light speeds. Those caught in the hell storm are subjected to a tremendous level of punishment equal to 42x that of a standard mega smasher and if focused on a single individual, is revved up to 47x.
Trans Blades
Madeen has a single set of forward facing Trans Blades along her forearms. The blades themselves are a jade colour and are elegant in appearance as they take on the form of soothing flame. They are able to sheer weaker blades and are able to tolerate Annex Blades in repeated melee blows. Another new effect of the blades is that they are capable of detaching once they’ve lodged themselves into an opponent and then explode in a shower of Trans energy equal to 5x that of a standard mega smasher.
Peacemaker & Outsider
These are Madeen’s primary Trans weapons. The two weapons are nearly identical in their level of power. The Peacemaker is a composed of Trans Organism tissue with a colour scheme of silver with a black grip and stylized symbols of flames along the barrel. The Outsider proves to be a worthy companion to the Peacemaker; it is coated in red Trans Organism tissue with white grip and distinctly different stylized design of what looks to be ice shards on the barrel. When used in conjunction with one another, the two guns provides stiff opposition to even the toughest opponents, as each bullet is generated from pure Trans Energy and thus providing an unlimited supply, but the triggers cannot be held down indefinitely or face the consequence of taxing the weapons’ Trans portal matrix within the guns and causing them to explode. On the default setting of the weapons, each bullet is equal to 0.25x that of a mega smasher. However it can be ramped up to 0.5x that of a mega smasher if fired in small bursts.
Matador Staff
Madeen’s secondary Trans weapon, it is a staff composed of highly resistant Trans Organism tissue, capable of withstanding melee weapons, both edged and blunt. The staff, itself, is decorated without any form of blades upon it, rather it is etched with stylized symbols of fire and ice patterns that run across it. However should the need arise it is capable of generating two semi circular blades at each end, composed of Trans Energy, with equivalent sheering capability of Trans Blades.
Unique Abilities
Special Note
Madeen is largely a mystery. It is unknown for how long she has been in this third mutational state. Combined with the fact that she possesses Zoalord DNA that is unlike anything seen to date in any Zoaform of either Advent or Creator production, which further cloaks her in mystery. It is believed she is not unique in the same matter as Tyrant but she does possess some similar Zoalord heritage characteristics, such as the slightly higher then usual attributes and strengths in comparison to a Human and Trans Organism bio merging. It is unknown whether or not she will mutate in the same manner as Tyrant in an exponential fashion or arithmetically, such as the human Trans Warriors, it remains to be seen.
Free Energy
The Free Energy ability makes Madeen one of the most dangerous opponents, especially those that rely heavily on energy based methods of attack and defence. This ability is not passive, so it must be consciously accessed in order to properly take effect. While Madeen is capable of warping energy attacks below that of 15x, she is capable of doing much more damage to energy dependent warriors by disrupting energy fields, thereby cutting off opponents to their source of power. However in order to do this she must focus all of her attention on the opponent if they are of equal or higher status to herself. She is capable of disrupting energy in lower level beings en mass. She is also capable of focusing this ability to free the energy of large-scale energy attacks and therefore dissipating it into a harmless from of light. This does take a great toll on her constitution and cannot be done repeatedly without suffering severe fatigue and in the worse possible situations, prolonged periods of unconsciousness.
Wisp Coils
It is the upgraded form of Spider Thread. There are now three large crystals found on each of the wrists. Two along either side of the thick forearm and one on the very top of the wrist, they are able to extend to an unlimited degree and all three coils wrap around the subject and reel the target in at sub light speed. It can also ensnare enemies that depend heavily on speed. The constricting strength is in excess of a 14,500lbs per square inch. Madeen can also use this to keep melee opponents at a distance by flinging them with the Wisp Coils away from her.
Gauntlets
The Gauntlets, unlike Tyrant, are not placed along the forearms of Madeen. They are in fact placed upon her upper arm, from below the shoulder to the tip of the elbow. Much like Tyrant, upon activation Madeen is unable to use energy based weaponry, her Wisp Coil crystals deactivate but the whip like tendril grows a ravelling coil of spikes down the orchid style blades found at the base. Her physical strength also increases to 50x.
Tail
Madeen has a single non-bladed tail, which is capable of crushing opponents with less constricting pressure as seen in the Wisp Coils, approximately a third of it. Much like other Trans Warriors, her tail is capable of moving through Trans space via portals in order to ambush and subdue opponents. Much like Tyrant is it also composed of Trans Organism tissue without an extensive skeletal structure which makes regeneration rates much higher then seen in previous mutations.
Trans Wings
Madeen’s wings are now composed of highly energized Trans-Energy and appear to look much like azure feathers. She is able to set the ambient air around her ablaze along with all other forms of matter with these wings and able to use them to propel her in flight should she decide. They are able to envelop her in a cloak like manner to augment her defensive abilities. A unique trait these wings have also incorporated is that brushing up against allies provides a rejuvenating sensation, as it passively transfers compatible bio energy via the wings to the injured ally party
Trans Teleportation
Madeen is able to move through Trans space by Transing in explosive movements, which allow her to move from one location to another, even across galaxies if that is what is required. Trans is a volatile and thus Madeen must coat non Trans Organism in Trans Mist to protect them from the harmful effects of her native dimension. An added effect of the Trans Mist is that it temporarily blinds her opponents from tracking her location.
Trans Shift
This allows Madeen to immerse herself in Trans Mist and move at faster then light speeds in quick bursts while still being able to track her target in this dimension without taking her eyes off of them, thus reducing the amount of surprise that would incur from standard Transing style ambushes should the opponent be able to calculate her exit point and have a counter attack ready. This can be used in conjunction with the standard Trans ability for devastating ambush style assaults and the ability to rapidly attack opponents. Trans Shifting cannot be done continually due to the level of energy it requires to generate the sufficient Trans Mist, which leaves an azure blaze in her wake.
Trans Shadow
Madeen is able to cloak herself and travel without being detected unless she decides to attack with either physical or energy weapons. An interesting fact of this ability is that Madeen is able to cloak others within the shadows that she produces and as long as they remain in physical contact cannot be seen, heard or sensed by others. If another being is cloaked and comes into contact with the Trans Shadow an explosive feedback pulse forces the opponent out of cloaking status along with Madeen.
Trans Ascension
In this state Madeen is able to fight with all raw emotions ever conceived. Madeen’s strength and energy weapon potential continues to exponentially increase during the usage of this ability. Within this state of mind Madeen is an engine of destruction that is capable of decimating all those before her. It can only be used for 30 minutes and must be consciously deactivated or face being locked into a state of feral rage for eternity. The major difference between this and the former Rage ability is that Madeen retains her persona but is brimming with emotional energies that fuel her.
That pretty much sums up what it can should look like, it covers all the basics and a little more. If you have any comments, questions, concerns or fears :invert: let us know.
Also a little general knowledge stuff:
OOC: means Out Of Character. This is pretty much stuff you say that's outside of the story, let's say to other members or to explain certain things.
EX
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OOC: Alrighty then ladies and gents, latest data file of Madeen is up, go check it out and fear her feminine wrath :wolfy:
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Also, conversely you use IC: meaning In Character to transition back to the story of the RPG.
EX
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IC: Jehuty pried himself off the floor, bloodied, battered, and bruised. He'd lost enough blood to fill the quota of a hospital blood bank for a day. His jaw cracked painfully beneath the armour as he moved his jaw to speak. "Ya know, my grandma hits harder then that, and that's her without the cane."
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Then you put it all together and it looks like so. :beers:
OOC: Alrighty then ladies and gents, latest data file of Madeen is up, go check it out and fear her feminine wrath :wolfy:
IC: Jehuty pried himself off the floor, bloodied, battered, and bruised. He'd lost enough blood to fill the quota of a hospital blood bank for a day. His jaw cracked painfully beneath the armour as he moved his jaw to speak. "Ya know, my grandma hits harder then that, and that's her without the cane."
Mr Zektoll - May 5, 2005 04:41 AM (GMT)
Just so there's no confusion, most RPG's are lower powered then the gathering, so when you all make your characters for the first time, don't go thinking they need to be around Madeens power level, check with whoevers doing the rpg what the power cap is.
Kaiser Dragoon - May 5, 2005 05:29 AM (GMT)
| QUOTE (Mr Zektoll @ May 4 2005, 11:41 PM) |
| Just so there's no confusion, most RPG's are lower powered then the gathering, so when you all make your characters for the first time, don't go thinking they need to be around Madeens power level, check with whoevers doing the rpg what the power cap is. |
Very true, it's a VERY good idea to start off with a lower power level then slowly work it upwards. As for upgrading strength and all that, make sure that there is a justifible reason for it, rather then the typical "I wanna be stronger then everybody else" mentality, which usually leads to upgrading races which kills the fun. Usually keep it within the range set out by the RPG's creator. Should people in your RPG not abide by this rule of disobedience after you've explicitly made it clear that they need to tone it down, talk to an admin, like myself, problems often quickly resolve themselves if it gets to that point :wolfy:
Sith Guyver - May 7, 2005 10:13 PM (GMT)
| QUOTE (Kaiser Dragoon @ May 5 2005, 12:29 AM) |
| Very true, it's a VERY good idea to start off with a lower power level then slowly work it upwards. As for upgrading strength and all that, make sure that there is a justifible reason for it, rather then the typical "I wanna be stronger then everybody else" mentality, which usually leads to upgrading races which kills the fun. Usually keep it within the range set out by the RPG's creator. Should people in your RPG not abide by this rule of disobedience after you've explicitly made it clear that they need to tone it down, talk to an admin, like myself, problems often quickly resolve themselves if it gets to that point :wolfy: |
Or just do what I do when faced with non sanctioned Mutations and or upgrades.
WarriorZoalord - May 8, 2005 07:39 AM (GMT)
| QUOTE (Sith Guyver @ May 7 2005, 02:13 PM) |
| Or just do what I do when faced with non sanctioned Mutations and or upgrades. |
whats that? turn them female and make 'em catgirls? hehehe.
Riven - May 8, 2005 09:11 AM (GMT)
| QUOTE (WarriorZoalord @ May 8 2005, 05:39 PM) |
| whats that? turn them female and make 'em catgirls? hehehe. |
The catgirl thing was my idea smart ass
Mr Zektoll - May 8, 2005 03:19 PM (GMT)
Yeah the next time I make succesful rpg I'll probably implement something simialer to that.
Kaiser Dragoon - May 8, 2005 06:45 PM (GMT)
*Grabs WZ and Riv by their throats and throws them out of the thread* This is neither the time nor the place for you two to be flirting with each other <_< Unless you have something constructive to say to the new members, go bicker somewhere else :wolfy:
Next time Sith, for those who've never been in an RPG before, maybe it would be best to tell them how you punish offenders {err} That generally avoids them going :huh:
Now then, I think that's pretty much all there is for data file stuff, unless someone else has something constructive to add <_<
ChrisOfTheDead - May 8, 2005 08:37 PM (GMT)
Make things fit. Many of us like to have our little substories, me especially. When making a substory to the basic one, make sure that it fits. And if it involves the main plot and characters, get permission before you do something.
Kaisers organisms all have their own rules and such, but they must be followed nonetheless. It's best to get permission before doing something along the lines of that breed of character.
When creating a complicated story setting, especially one that can alter the mainstream story, make an outline, list all the ideas, characters, and basic info for this substory. If it runs into or conflicts with the main story of the RPG contact the creator and see if you can work something out for your ends without harming their story.
BloodStorm - May 8, 2005 09:13 PM (GMT)
| QUOTE (GuyverXenon @ May 8 2005, 03:37 PM) |
Make things fit. Many of us like to have our little substories, me especially. When making a substory to the basic one, make sure that it fits. And if it involves the main plot and characters, get permission before you do something.
|
Oh yes.. pay important attention to this one in particular.. People oftian get cranky if you introduce convoluted sub plots involving thier character without telling them. Even if it's your own rpg and your the one stearing the main plot, make sure your side plots are well thought out and make sence as far as how it involves other people.
This is the voice of experiance people.. I STILL carry some of the scars gained from making those very mistakes.
Teknoguyver - May 9, 2005 09:05 PM (GMT)
| QUOTE |
QUOTE (GuyverXenon @ May 8 2005, 03:37 PM) Make things fit. Many of us like to have our little substories, me especially. When making a substory to the basic one, make sure that it fits. And if it involves the main plot and characters, get permission before you do something.
Oh yes.. pay important attention to this one in particular.. People oftian get cranky if you introduce convoluted sub plots involving thier character without telling them. Even if it's your own rpg and your the one stearing the main plot, make sure your side plots are well thought out and make sence as far as how it involves other people.
This is the voice of experiance people.. I STILL carry some of the scars gained from making those very mistakes. |
trust me. this very thing has been the down fall of more then one RPG. sometimes the mainstory gets lost and sometimes the RPG can become top heavy, meaning to many plots and to many charactors.
Mr Zektoll - May 9, 2005 09:26 PM (GMT)
Also it's important to make sure you you know and everyone else knows how your character thinks. This way you can avoid having people do stuff with your character that they most likely wouldn't do. Thats something that isn't in most data files so you'll have to define that in play for the most part.