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Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.

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Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.

Welcome to Ronin Arts Future: Starship 11 —The Daytona, the eleventh in a new series of PDFsfor use with futuristic D20 System campaigns. Thisseries makes some assumptions about your cam-paign; the starship designs in this series will bemost useful in campaigns in which the followingstatements are true:

¥ The campaign is not a hard science setting.Campaigns that are more space opera/adventuremovie are the intended target for this series.

¥ Starships are not rare or unusual. All of thestarships in this series assume that space travel is astandard and common occurrence — individualseither fly their own ships or ride on passenger ships.Starships and space travel are as common for char-acters as a plane ride is for people of our reality.

¥ Space combat is not uncommon. It s justanother exciting adventure when the player charac-ters have to engage the enemy while fleeing fromsome world or other.

¥ The campaign is packed with action. If thingsaren t exploding, how much fun can the game real-ly be?

The schematic and silhouette page is designed tobe used as a player handout — it s what flashes up ontheir ship systems when they attempt to ID a ship —and GMs need only give the players the page whenthey encounter a ship from this series.

About the AuthorMichael Hammes has been freelancing in the

role-playing industry since 2001. Starting small, hehas steadily built his repertoire, and reputation, byworking for such companies as Ronin Arts, AlderacEntertainment Group, Dark Quest Games, and E.N.Publishing. He is currently trying to balance hiswriting schedule with his role as stay-at-homefather. To catch the latest from Michael sImagination, please visitwww.michaelhammes.com.

e-Future TilesThe Daytona is based on SkeletonKey Games

e-Future Tiles: Star Freighter and Star Chaserstile sets. While this PDF can be easily used on itsown you will get a lot more use out of it in yourgame sessions if you construct the ship — at minia-tures scale — using the printable tiles. The only tilesyou will need that are not available in the previous-ly mentioned tile sets aret the garages — which havebeen thoughtfully included at the end of this PDF.

To learn more about SkeletonKey Games pleasevisit their website at www.skeletonkeygames.com.

2

THE DAYTONA

Introduction

new rules and ideasHOVER RACER (PL 7)

The term “hover racer” covers a vast categoryof machinery. From the stripped-down, souped-upversions of street rides looking for action late nighton the highways and skyways of New York to thecutting-edge, purpose-built racers manufactured byprofessional teams and backed by wealthy sponsorsrunning on the galaxy’s premier racetracks, andevery level in between, all are considered hoverracers.

The crew of the Daytona runs a pair of custompurpose-built hover racers that are manufacturedcompletely in-house. Essentially a one-man sealedsafety cell mated to an engine, the Daytona’s hover

racers are blindingly quick, incredibly fast, andexceedingly maneuverable. The Daytona’s hoverracers are 1 square wide and 2 squares long.

Crew: 1Passengers: N/ACargo: DInitiative: +2Maneuver: +4Speed: 500 (50) air/ 475 (47) ground Defense: 10Hardness: 6Hit Points: 20Size: MPurchase DC: 45Restriction: Lic (+1)

TYPES OFHOVER RACES

The types of hover races that can exist in a cam-paign are limited only by the GM’s imagination. Agood place to start for reference is to see what kindof racing is done in the present day and imaginewhat it would be like in the future.

For instance, track-based racing (open wheel,stock car, endurance, drag) in the future could takeplace on futuristic, multi-level tracks with every-thing from jumping across pits (hover cars have nosuspensions that break) to going into a loop-de-loop(a feat that a current Formula 1 car could theoreti-

cally accomplish today; no one has yet built a loopto test that theory).

Rally racing could take place in the most exoticof all locations and across different planets; hoverracers could race down the winding Amazon,through the canals and canyons of Mars, the lavafields of Mercury, the ice fields of Pluto, or eventhrough post-apocalyptic London.

Of course, while racing across exotic locationsand unusual tracks is interesting, the GM can raisethe stakes a little bit more by involving some vio-lence. This can be done in a couple of ways.

The first way is to arm the cars with real lasersand whatever other sorts of weaponry can bemounted on them and having them engage in one-on-one or team death matches in an arena; filling

3

LIMITING HOVER VEHICLES’ HOVERINGWhile the standard rules state that hover vehicles can “hover” at heights of 15,000 feet or more,

the GM might want to consider reducing the actual height that hover vehicles can attain. There areseveral reasons for this limiting hover vehicles’ hovering height.

The first is that by adding such a broad third dimension it is very difficult to represent hover vehi-cle action on the typical gaming table, especially since there are no standard rules for engaging inthree-dimensional hover vehicle maneuvering or combat (and it would be difficult to use the two-dimensional rules from the d20 Modern standard rules if you have one vehicle at street level andanother 3,000 feet up).

The second is that, by allowing hover vehicles to attain such stratospheric heights, it eliminatesthe need for the PCs to face most, if not all, of the obstacles that make vehicle-to-vehicle action sointeresting (i.e. trees, buildings, hills, mountains, pedestrians, parked buses, etc.). To be sure, the PCscould opt to drop into the trees to get away from their opponents, but why risk running into treeswhen you can simply try to outmaneuver them in the open air?

The third is that hover vehicles which can attain such high altitudes blur the line between vehicleand aircraft and, if taken to a logical extreme, spacecraft as well. While it is perfectly fine for a hovervehicle to be able to attain aircraft altitudes, one has to ask why such a hover vehicle cannot then alsoattain aircraft (specifically jet plane) speeds? Furthermore, if they come with sealed cabins and theability to hover miles and miles above the planet, why not simply take them out into space; taxi tothe moon, anyone?

If lower limits other than those in the standard rules are considered, how low should they be?That, as with so many things, is up to the GM.

The easiest solution is to simply rule that a hover vehicle is much like today’s road-going vehicleexcept that instead of running on tires it runs on a gravity field that allows it to run a foot or so(maybe two or three feet) off the ground (think mag-lev train with a bit more altitude and no rails).The advantage to this is that it keeps all hover vehicle action in two dimensions (thus retaining almostall of the obstacles a current car faces) while still being a step up in technology since, unlike today’sroad-going vehicles, a hover vehicle can easily go over water, lava fields, rough terrain, etc.

The other option is to allow hover vehicles to hover higher but to limit the altitude they can attainto some significantly lower limit, say 100 or 1,000 feet. This retains the third dimension (allowingfor such things as hovering up to the penthouse) while retaining most of the obstacles faced by vehi-cles (tall trees, buildings, hills, etc.) and still drawing the line between hover vehicles and aircraft.

THE DAYTONA

the arena with pits of acid, mines, and auto-turretsraises the stakes just a little more. Obviously, sincereal weapons are used, the damage is real and deathto the PCs or other characters is also real.

The other option is to use non-lethal weaponry.That is, all the weaponry (lasers, missiles, mines,auto-turrets) would still function as they do butinstead of causing lethal damage, any impact by aweapon on a vehicle is registered by a series of sen-sors. These sensors relay the information to a com-puter either in the vehicle or in some control booth.The computer then determines how much damagethe vehicle has taken and reduces its performance ordisables it accordingly.

THE RACING CAMPAIGNWhile racing can be used as an interesting inter-

lude in any campaign, it is possible to run an entirecampaign based on racing. There are essentiallytwo ways to accomplish this.

The first is to make the actual racing part of thecampaign background; being a race team is simplyan excuse for traveling around the galaxy and hav-ing all sorts of other adventures (and, in fact, thePCs might be secret government operatives thatsimply use racing as a cover). The PCs’ adventurescan be racing-related (i.e. someone is trying to “fix”the race by kidnapping a friend of the PCs, anopposing team is cheating and the PCs have toexpose them, etc.) or non-racing related (i.e. thePCs are in town for a race when an alien invasionoccurs, the PCs are attacked by pirates in space,etc.).

In a campaign where racing is the background,the actual race is run abstractly by the GM with no,or minimal, input from the players. For instance, theGM can simply have the drivers make some Driveskill checks against the other competitors to seewho ends up winning the race (i.e. the highest totalof 5 or 10 skill checks wins).

The second way is to make the actual racing thefocus of the campaign. While this would seem to bethe most logical choice, it also entails more workfor the GM since there are no standard rules for rac-ing and, unless the GM is very creative (demandslots of Drive skill rolls, provides the opportunity forlots of stunts such as jumping over pits, etc.),straight racing can get boring rather quickly.

In such a campaign, it would not be a bad ideato go with a little added violence (either real or sim-ulated), especially since the standard rules do pro-vide for vehicle-to-vehicle combat. Also, it is best ifall the PCs are able to get in one the action; theyshould all be able to drive, man the guns, work onthe equipment, etc. so that no one is left out (theGM might want to consider adding a pit crew ofNPCs to support the PC drivers).

The two types of racing campaigns are notmeant to be mutually exclusive. Just because a raceis usually resolved abstractly does not mean that thePCs cannot have adventures during the race (i.e. anopponent attempts to eliminate the PC racer by ram-ming it thus shifting into vehicle-to-vehicle combatmode, or the racer has an accident and the PCs mustrush to get it back into the race if they hope to win,etc.). And just because the racing is important doesnot mean that the PCs cannot have adventures out-side of the racetrack (i.e. alien invasion, rescue kid-napped friend, etc.).

4

THE DAYTONA

basic informationBreaking into the Big Time isn’t easy, a fact that

the crew of the Daytona, who are in fact theCerulean Racing crew, is all too familiar with.Cerulean Racing has ridden a combination of hardwork, the capabilities of its eclectic team, and goodold-fashioned luck to the top tier of hover racing:the Formula Galaxy circuit. Of course, getting tothe “Circus” is one thing; staying there is another.

While Cerulean Racing does have some ongo-ing minor sponsorship deals with several enginecomponent and one chassis manufacturer, thoseonly cover about one-quarter of the team’s budget.

For the other three-quarters Cerulean Racingdepends on their share of broadcast rights, pickingup local sponsorship (“hey, Mr. LocalMerchant/CEO, we’re racing this weekend andwe’d think that your company’s logo would lookgood on our racers”), and, of course, winning races.

As such, things are always touch-and-go for theCerulean Racing and it is often not until the end ofthe race that the team knows whether they will haveenough money to be able to compete for anotherround. This can be especially frustrating when oneconsiders that the vast majority of the other teams

are extremely well funded, being backed by mas-sive intergalactic corporations and wealthy, status-seeking individuals. But ask any of the team’smembers and you’ll quickly be told that theywouldn’t want it any other way.

CERULEAN RACINGHolding the team together is Holger Cerulean,

owner, team manager, head mechanic, and chiefcook and bottle-washer. Holger has brought hisnamesake team from racing along the dirt ravines ofthe Fringe to the big time through a combination ofintuition, tireless work, and treating his peopleright; so respected and liked is Holger, or “the OldMan” as the Cerulean team members call him, thatthey have turned down numerous lucrative offers tojoin other teams.

Holger’s right hand “man” is Catherine“Overdrive” Rigby. An expert pilot and even betterdriver, “Overdrive” knows how her way around atoolbox as well. Having been with Cerulean Racingsince she joined as a racing prodigy at the tenderage of 13, Rigby is the Old Man’s staunchest sup-porter and also his fiercest critic; while Holger isthe team owner, everyone on the Daytona knowsthat it is Rigby who actually runs the show.

Roga Thompson is Cerulean Racing’s otherdriver. A veteran racer of over 27 years, and the firstdriver hired by Holger, Roga is the yin to Rigby’syang. Confident in his abilities, and aware of hislimitations, Roga always gives a solid, steady per-formance. On the racetrack he acts as Rigby’s pro-tector and enforcer. The rest of Cerulean Racing hasgiven Roga the nickname of “Steady-R”, which herefuses to answer to.

Jiang Li “Tiger Lily” Feng is a prodigy muchlike Rigby was, except that where Rigby can driveor pilot anything in existence, the twenty-two yearold Jiang Li is able to fix virtually anything that isbroken. From the ship’s Byzantine control systemsto the simulation computer to the team’s two hoverracers, Jiang Li keeps everything in top-notch con-dition. Of course, as is so often the case with some-one so talented at such a young age, she is oftenbored on long journeys and quite willing to experi-ment with things, a fact that has left the Daytonatemporarily stranded in space more than once.

Jim “Wrench” Thompson is the oldest ofCerulean Racing’s mechanics. He has been withCerulean Racing since the beginning, serving asHolger’s crew chief (and only mechanic) when theOld Man was actually still racing. Although not as

educated or diverse in his technical knowledge asJian Li, Jim is an expert in all things racing and hasbeen around hover vehicles so long that he can usu-ally sense that something is wrong even before aracer’s onboard diagnostics realize there is a prob-lem. When in a patient mood, he acts as mentor tothe mercurial Jiang Li.

Chidi “Smooth” Ekah is the Daytona’s back-uppilot and third mechanic. Although a competentpilot and decent mechanic, Chidi’s main strengthactually lies in his bottomless charm; it is Chidi thatis responsible for securing local sponsorship forCerulean Racing and he has more than once keptthe team from folding with a last-minute sponsor-ship deal.

Mariya “Masha” Bozhiy is the final member ofthe team. Masha is the team’s “fixer”. Whenever theteam needs a part or tool to keep racing or theDaytona flying, they send out Masha. Much moreoften than not, Masha comes through; she has neverfailed when the team’s survival is on the line.Although all the other team members, including theOld Man, are curious about how she does it, no onereally knows; Masha keeps her secrets to herselfand deflects any inquiries with a smile and a shrugof her shoulders.

TIGER LILYSPECIAL/MASHA’SACQUISITIONS

The Daytona is a PL 6 fast freighter that stillcarries much of the original, and now outdated,equipment. However, thanks to the technical geniusthat is Jiang Li, the ship’s old systems perform aswell as more advanced versions. Jian Li calls suchmodifications “Tiger Lily Specials”. While herwork with the ship’s systems has been impressive,her most brilliant, or at least hard-hitting, piece ofwork has been her modifications to a set of quantumcannons that were obtained for the Daytona byMasha (who has obtained a number of other piecesof military (i.e. illegal) hardware that have found ahome on the ship; some of these are known only toMasha and Jian Li and kept secret until they arereally needed).

5

THE DAYTONA

Tiger Lily Special Quantum Cannons

These quantum cannons have been modified byJian Li to fire on semiautomatic. Unfortunately, thismodification causes a tremendous power drain on

the ship’s engines and, as a result, for each addi-tional shot taken in the same round with these gunsafter the first the tactical speed of the Daytona isreduced by -1,000 feet for the next round (i.e. a sec-ond shot reduces the Daytona’s tactical speed to3,000 feet).

6

THE DAYTONA

game statisticsDaytona (PL 7)

Type: Ultralight Subtype: Modified PL 6 Fast FreighterDefense: 15Flat-footed Defense: 5 Autopilot Defense: 7 Hardness: 30 Hit Dice: 15d20 (300 hp) Initiative Modifier: +12 (+6 Dex, +4 Improved

Initiative, +2 sensor system) Pilot’s Class Bonus: +7 Pilot’s Dex Modifier: +6 Gunner’s Attack Bonus: +8/+3 Size: Colossal (–8 size) Tactical Speed: 4,000 ft. (7 sq.) Length: 105 feet Weight: 375 tons Targeting System Bonus: Crew: 4 (ace +12) Passenger Capacity: 3 Cargo Capacity: 200 tons Grapple Modifier: +16 Base Purchase DC: 52 Restriction: Restricted (+2)

Attack: 4 fire-linked semiautomatic quantumcannons* +5/+0 ranged (36d8)

*”aquired” by Masha, modified by JiangLi. When fired twice in one round, these guns drawenough power to slow the ship’s movement by -1,000 feet for the following round.

Attack of Opportunity: N/A

Design Specs:Engines: Induction engine, thrustersArmor: CerametalDefense Systems: Displacer*, Tiger lily special

autopilot system (PL 5 autopilot system modifiedto work as PL 6 improved autopilot system), parti-cle field*, repair drones*, stealth screen*

*”acquired” by MashaSensors: Tiger lily special targeting system (PL

6 Targeting System modified to work as ImprovedTargeting System), Tiger lily special sensor array(Class IV sensor array that has been modified towork as a Class V sensor array)

Communications: Mass transceiver, radiotransceiver

Weapons: 4 fire-linked semiautomatic quan-tum cannons (range incr. 6,000 ft.)

Grappling Systems: Grapplers

starship key1. Cockpit - The cockpit features a typical com-

mercial layout of pilot, copilot, and navigator/sen-sors. Although much of the equipment is outdatedand cobbled together out of various parts, Jiang Likeeps things flying (unless she’s busy making yetanother “improvement”). And when “Tiger Lily”needs something, she simply asks Masha to get itfor her.

Unless there is an emergency situation, the shipis usually flying on autopilot as both Rigby and

Chidi have other things to do. 2. Bathroom - This fully equipped bathroom

serves the crew quarters. While the Daytona maynot have a kitchen or a lounge, at the insistence ofChidi the bathroom does have an industrial-sizewasher/dryer combination so that the crew alwayshas clean, professional-looking uniforms.

3. Tuning Lab - Arguably the most importantarea as far as the Daytona’s racing efforts go. Thetuning lab’s computer allows the team to review

their races and to run literally millions of simulatedraces taking into account every possible factor andchange to the racers, from atmospheric and weatherconditions to engine and aerodynamic tweaks andeven what kind of breakfast the drivers have had. Infact, Jiang Li has so heavily modified the computerthat its computing capacity is actually on pace withsome of the military’s top secret machines. It is inthis room that one is most likely to find Rigby, andRoga as they run through endless tests and alter-ations for Cerulean Racing’s two racers.

4. Engineering - This engineering bay servesthe port engine and systems, providing easy accessto both. The third computer is also the ship’s lonegunnery station; Chidi is the ship’s primary gunnerand he will often spend time in this station, keepinghis skills sharp on the gun simulator (he claims ithelps him focus and think).

5. Engineering - This bay provides access andmonitoring of the ship’s starboard engine and sys-tems.

6. Crew Quarters - Three double bunks, threedouble-stacked lockers, one video screen and plen-

ty of self-heating, irradiated meal remnants in loosegarbage bags on the floor. Not much room or priva-cy, but then again, the Daytona’s crew spends mostof their time working.

7. Captain’s Quarters - This room is referredto as the ”penthouse” by the crew and is the placethat the Old Man calls home. Holger spends a sig-nificant time here, organizing the finances, keepingthe schedule, and in general making sure things runsmoothly; unless he is sleeping, the Old Manalways leaves the door open so that he can keep anear out on things.

8. Garage Bays - This is the place where all theaction happens. Each bay holds one of CeruleanRacing’s racers and, in addition to the big lifts, fea-tures all the mechanical and electrical tools that anymechanic would want (and then some). The baysalso hold enough spare parts between them to builda complete third hover racer.

These two bays are Jim “Wrench” Thompson’sunquestioned domain and even Jiang Li keeps her-self in check here.

7

THE DAYTONA

adventure HooksGo Velocity Racer, Go!

Not actually an adventure hook, but rather acampaign idea. The PCs are a racing team compet-ing in the minor leagues and trying to work theirway up to the Big Show (much like CeruleanRacing has done). As they work their way from rac-ing out on fringe worlds for nothing more thanspare change to competing for the galaxy’s topprize, the PCs have all manner of adventures andmake all manner of friends and enemies.

GMs contemplating such a campaign shouldfirst make sure that their players are interested, andsecond should ensure that all of the players have achance to participate; the members of CeruleanRacing should provide some interesting ideas onhow each PC can play their part.

“Ladies And Gentlemen,Start Your Engines!”

It’s the biggest race of the season and the PCs’team desperately needs to win as their financeshave hit bottom. Unfortunately, all the other teamsare planning to win as well, some of them throughillegal means. Problems begin even before the race

as all manner of attempts are made to keep the PCs’team from starting (i.e. kidnapping, sabotage,blackmail, theft, etc.), and things only get worseduring the race as several competitors resort todirty tricks (explosives, EMP, guns, ramming, etc.)to win the race. Facing all of this, can the PCs’ teameven survive?

“I Can Fix That!”It’s 24 hours before race time and there is trou-

ble for the PCs’ team. They are in need of a vitalpart for their engine. Unfortunately, all the otherteams have already snapped up the available parts(it’s good to have money). What are the PCs to do?They could steal a part from another team, but thatwould be illegal and very dangerous. Or they coulddo business with the local crime boss who just hap-pens to have the part the PCs need and he will glad-ly give it to them; all he asks of the PCs in return isa small favor. . .

8

THE DAYTONA

TOP VIEW

SILHOUETTE VIEW – FRONT

DAYTONAmodified fast freighter

9

THE DAYTONA

DAYTONAmodified fast freighter

DECK PLAN

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1. Cockpit2. Bathroom3. Tuning Lab4. Engineering5. Engineering6. Crew Quarters7. Captain’s Quarters8. Garage Bays

10

THE DAYTONA

Open Game LicenseOPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizardsof the Coast, Inc (“Wizards”). All Rights Reserved.1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have con-tributed Open Game Content; (b)”Derivative Material” means copyrighted material includingderivative works and translations (including into other computer languages), potation, modifi-cation, correction, addition, extension, upgrade, improvement, compilation, abridgment orother form in which an existing work may be recast, transformed or adapted; (c) “Distribute”means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwisedistribute; (d)”Open Game Content” means the game mechanic and includes the methods,procedures, processes and routines to the extent such content does not embody the ProductIdentity and is an enhancement over the prior art and any additional content clearly identifiedas Open Game Content by the Contributor, and means any work covered by this License,including translations and derivative works under copyright law, but specifically excludesProduct Identity. (e) “Product Identity” means product and product line names, logos and iden-tifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, the-matic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, like-nesses, formats, poses, concepts, themes and graphic, photographic and other visual or audiorepresentations; names and descriptions of characters, spells, enchantments, personalities,teams, personas, likenesses and special abilities; places, locations, environments, creatures,equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; andany other trademark or registered trademark clearly identified as Product identity by the ownerof the Product Identity, and which specifically excludes the Open Game Content; (f)“Trademark” means the logos, names, mark, sign, motto, designs that are used by aContributor to identify itself or its products or the associated products contributed to the OpenGame License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy,edit, format, modify, translate and otherwise create Derivative Material of Open GameContent. (h) “You” or “Your” means the licensee in terms of this agreement.2. The License: This License applies to any Open Game Content that contains a notice indi-cating that the Open Game Content may only be Used under and in terms of this License. Youmust affix such a notice to any Open Game Content that you Use. No terms may be added toor subtracted from this License except as described by the License itself. No other terms orconditions may be applied to any Open Game Content distributed using this License.3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance ofthe terms of this License.4. Grant and Consideration: In consideration for agreeing to use this License, the Contributorsgrant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms ofthis License to Use, the Open Game Content.5.Representation of Authority to Contribute: If You are contributing original material as OpenGame Content, You represent that Your Contributions are Your original creation and/or Youhave sufficient rights to grant the rights conveyed by this License.6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of thisLicense to include the exact text of the COPYRIGHT NOTICE of any Open Game Content

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Future: Starship 11 – The Daytona is copyright © 2004 Michael Hammes. All text in this book is designated as open game con-tent. You may not distribute this PDF without permission of the author. d20 Modern™ is a trademark of Wizards of the Coast,Inc., a subsidiary of Hasbro, Inc., and is used with permission. Wizards of the Coast® is a registered trademark of Wizards of theCoast, Inc., a subsidiary of Hasbro, Inc., and is used with permission.

e-Future Tiles: Starship roninSS12

All artwork is © 2004 - Edward Bourelle and may be reproduced for personal use only.

e-Future Tiles: Starship roninSS13

All artwork is © 2004 - Edward Bourelle and may be reproduced for personal use only.