Showing posts with label Ark Frontier. Show all posts
Showing posts with label Ark Frontier. Show all posts

Monday, 3 July 2017

The Raxene

I've recently created a design I'm happy with for the raxene (singular raxin), one of the two playable nonhuman species in Ark Frontier.


Design


This has evolved through a few rounds of sketches. My initial concept was of humanoids covered in short fur. I was tossing up between human-like plantigrade legs or more animal-like digitigrade legs; in the end, I went with digitigrade legs ending in hoof-like pads. This feature, and their species name, is inspired by the real-world hyrax.

As you can see from the first sketches below, I was originally experimenting with a muzzled face, but the image I really had in mind was closer to the flatter human-like face shown in the bottom centre. However, I wasn't entirely happy with the look of that sort of face and head entirely covered in uniformly short fur.


There's a fine line to walk when coming up with an "alien" species, between creating something that readers can relate to, and avoiding just making a funny-looking human. To that end, I've given the raxene a combination of unusual features. They appear mammalian, being furry with rabbit-like ears, but also whisker-like antennae and hoofs. In addition, the females lay eggs which hatch well-developed young, so they don't breastfeed.


In this next round of sketches, I worked out the proportions of the legs (I'm not an expert at digitigrade legs on humanoids) and other body features, and experimented with motion and body-types. They have a fairly rotund egg-shaped torso. I got around the uniform face-stubble problem by introducing a short tufty fringe.

I've made sure there's a wide range of possibilities for individuality — different ear shapes and positions (floppy, raised, swept back...) and different fringe styles are the obvious ways to distinguish individuals, aside from face-shape and build.

Species Modifiers


In the PowerFrame RPG, raxene have the following "racial" modifiers:

Ability Modifiers

  • Avoid +1 (because of their size and agility)
  • Move +1 (because their legs are adapted to run)
  • Hunting -1 (because they evolved from herbivores)
  • Stealth -1 (because of their hoofs)
  • Strength -1 (because of their stature)
Traits
  • Dark Vision (reduce all Darkness Penalties by 2)
I have considered giving them Acrobatics +1 instead of or as well as the Avoid bonus, since Acrobatics would increase their utility as explorers, but the Avoid bonus gives them an edge in combat that makes up for their reduced Strength. If I want to include Acrobatics as well, I'll need to come up with some other penalty.

Physiology


Apart from the features already described, raxene are notably swift and agile. They evolved from herbivores whose main defence was outrunning their predators. They are slightly smaller than humans on average. There's very little distinction between the sexes, except that mature females have wider hips.

They lay largish eggs only when fertilised, which take a few months (probably three?) to hatch. The young can eat soft foods straight away, and grow rapidly. They are soon able to move about on their own.

Society


Before the Phantom Storm, the raxene and vaion formed Aratene society together. Due to physiological differences there are roughly twice as many raxene as vaion, and this often leads to the raxene being viewed as the "default" in Aratene society. Raxene are traditionally seen as builders, farmers, warriors, and other physical occupations, although stereotypes are frequently broken.

Raxene have an ingrained respect for eggs and nesting sites. Nests themselves are sacrosanct and can only be entered with permission. There's an order of egg-priests who visit nests to check on the eggs and advise families, and indeed the egg is a sacred symbol in Aratene culture — a symbol recognised by the vaion too, even though they don't lay eggs. A small group of egg-priests have begun preaching that the Ark itself is an egg, from which the children of Arat are about to hatch.

Arat isn't a monoculture, although the Phantom Storm means that mostly members of the local egalitarian culture were rescued by the Ark. Given the relative similarity between the sexes, and the sacred role of the egg, it's likely that several nearby societies were matriarchal in nature and perhaps held eggs in even higher regard. Unless pockets of refugees have somehow survived for the past 18 years, though, it's also likely that most such cultures have been wiped out.

*   *   *

I'm still working on the design for the vaion. I know I want them to be a unisex species, but I've yet to figure out how they reproduce. They also have a connection to Arat's magical field, meaning they are at once skilled in manipulating magic but also vulnerable to it.

Sunday, 18 June 2017

Revisiting Size in PowerFrame

Way back in 2015 I posted about the way Size would be handled in the PowerFrame Core Rulebook. While the numbers work, I've never been totally satisfied with the "floating modifier" solution. I had tried several ideas, and the one I settled on had the least amount of weird stuff being juggled on the character sheet. An earlier version had you track "weapon level" and "total level" for five or six specific Abilities, which was a bit of a pain, and difficult to explain.

While the current implementation of Size does work, it tends to be fiddly because you have to constantly consider Size Differential and remember to apply it in the right situations.

Unfortunately it’s not possible in the current system to just incorporate Size into the affected Abilities directly, because of the way weapons use different Abilities — you end up with large characters being super-accurate with axes, and tiny characters doing huge damage with flails.

Recently I reapproached the idea of recording extra values on the character sheet.

Derived Attributes


Rather than incorporating Size directly into Abilities, or having it act as a floating Modifier that needs to be applied when relevant, we instead create derived Attributes that can be written on the character sheet and used consistently.

Each character has these regardless of Size, although for Size 0 characters they will be the same as the basic Ability.

Attack = Ability + Weapon Modifier − Size
  • Always subtract Size from Attack. 
  • This value can be recorded in the Weapon section.

Damage = Ability + Weapon Modifier + Size or Weapon’s Damage Value
  • Only add Size if Damage is based on an Ability. 
  • This value can be recorded in the Weapon section.

Dodge = Avoid − Size
  • Avoiding Attacks.

Durability = Toughness (or other Ability) + Size
  • Always add Size when resisting Damage or other Physical Effects (forced movement, flashblindness).
  • May sometimes be based on Strength, Wits, or some other Ability.

Might = Strength + Size
  • Performing feats of strength.
  • Resisting forced movement.

Notice = Wits − Size
  • Spotting hidden objects and characters.
  • Use unmodified Wits for Initiative.

Sneak = Stealth − Size
  • Hiding or trying to move stealthily.

Movement
  • Each point of Size adds half a Hex of Movement to all Movement Types as normal.


The Derived Attributes replace the listed basic Abilities for the noted functions. The basic Ability Levels are used for basic Attack and Damage values, and to determine minimum and maximum values.
For example, a Size 2 character can buy Wits like any other Ability, and puts 3 points into it. They then have a modified value on hand for rolling to Notice things (3-2=1), while keeping the basic value for rolling Initiative (3). We can also use the basic value to work out the correct values for Attack (3-2=1) or Damage (3+2=5) rolls that use Wits, or to calculate Durability (3+2=5) against flashblindness.

I also created a revised character sheet — here's a preview, but I'll likely upload a PDF version to the product on DriveThruRPG once I get some feedback. The extra stats ate up a bit of the Equipment list, but I was also able to remove the footnote from under the Weapon list.


Ark Frontier's Exo-Suits


The reason I've been thinking about Size lately, is because I've been designing the power armour for Ark Frontier. The colony has a few dozen suits, across three different models. All the exo-suits are under the control of The Line, charged with maintaining colony defence.
  • Pioneer class are light person-sized (Size 0) hardsuits, designed for reconnaissance and combat support.
  • Vanguard class are nearly 3 metres tall (Size 1), designed for front-line combat.
  • Destiny class are nearly 5 metres tall (Size 2), designed for defence and heavy assault.

I think that using pre-totalled Derived Attributes will make it a little easier and more intuitive to handle power armour. Also, many of the Phantoms in Ark Frontier will be smaller or much larger than people, and it would be nice to be able to supply the final total stats in the creature write-ups.

If you've read or played PowerFrame, especially if you've had to deal with Size, I'd love to hear your thoughts! I don't think there's many better ways of handling it without stripping back the whole system and starting again from scratch.

Sunday, 28 May 2017

The Price of Money

I'm really not much of an economics guy. Seriously. But a few days ago I started thinking about money in Ark Frontier, a society with thousands of refugees stuck on board a sealed ark-ship for nearly two decades. Here's what I came up with.


Oh, by the way, I've come up with a name for the world: Arat. The two native intelligent species, the vaion and the raxene, are collectively referred to as the Aratene.

The Ark was designed to become a self-sufficient arcology city, able to indefinitely support nearly 50,000 people. So the day-to-day needs of everyone on board can be met with only a little effort in production, maintenance, and distribution. Even with the population growing since the doors closed, there's little danger of exceeding the Ark's capacity for quite some time.

Everyone on-board receives a basic ration of essentials, has quarters assigned, and receives a small basic income of credits, the currency used by the human colonists. Those who perform additional services (maintenance, making and selling goods, policing, government, and so on) receive extra credits.

Of course, the reason credits are the basic currency is because the Ark turned up and saved people from the teeth of a worldwide apocalypse. When the Aratene came onboard, most of them had only the clothes on their backs, and only a few had decided to grab their life-savings in the face of imminent death. This means that the supply of gold pieces on the Ark is severely limited, which has inflated their value considerably. In addition, it's an unofficial currency mostly used by the underworld and the black market.

Now, all of that is about to change, as the Ark's doors are finally opened.

While the Ark will continue to subsidise and support  the colonists as settlements are established and life returns to normal, as the settlers become self-sufficient that support will be rolled back, allowing the Ark's resources to be saved for emergencies or used where they are most needed for the overall benefit of the colony.

Perhaps more importantly, as gold pieces are recovered from the ruined settlements and cities now devoid of life, the shadow economy will be rocked as the market is flooded with gold coins. I can see this having several effects.

The relative value of gold will begin to drop. By the time gold returns as a standard currency, it'll likely be worth a tenth of its former value.

Crime bosses, whose wealth currently comes from gold and a captive population, will need to react quickly if they want to maintain their hold on power. They'll need to send teams out to secure gold before someone else finds it, meaning some of the first registered Blazer teams may actually represent criminal syndicates. This will likely result in the frontier becoming treacherous and lawless, and bandits who can look after themselves in the Phantom-infested wilderness may become a real problem.

What do decent folks think about recovering gold from ruined cities — cities occupied by their kin only eighteen years earlier? Is it pragmatic, or grave-robbing? I can see strong opinions forming here, although the naysayers are likely to be powerless in the face of economic reality. Some people are going to be driven to collect the coins, and once they enter circulation there's not much you can do.

It also gives Blazer teams the chance to amass a lot of wealth, if they're willing to overlook the moral concerns. Will adventurers become the nouveau riche?

The more I dig around, the more details I uncover. I can feel Arat coming into focus... although it's still a land in flux. I'm actually planning to detail several potential points in the colony's timeline, to plot a sort of road-map for the colony's likely development and also provide additional game launch-points. But that's a topic for another post.

Sunday, 21 May 2017

Discovering Imaginary Worlds

I've been working on a couple of world map projects this week, which has me thinking about mapping as literal world-building.

I've been commissioned to create the world map for +Nathaniel Robinson's Kung Foo City based on his rough draft, and I've also started putting together the map for Ark Frontier.

I've always enjoyed drawing world maps. It becomes a sort of meditative exercise, where I virtually wander the world, thinking about the landscape and putting myself on the ground as I carve out coastlines, raise up mountains, plot the courses of rivers, cast swathes of desert and forest. As I go, I'll discover hidden places, little nooks and secluded vales, remote islands, and long-forgotten cities. I find out who lives in these places, and what they're like, or what they used to be like. The ideas I already have in mind not only take form, but expand and suggest new possibilities.

Mapping is a form of storytelling. This is particularly true with Ark Frontier, where the default campaign will start with a tiny known area at the centre of the map. As the players (and the rest of the settlers) uncover more of the world, they also encounter new challenges and learn about the disaster that almost destroyed civilisation. By taking that into consideration, the map I design will influence how those developments and discoveries play out.

To some extent, it's a bit like a game of Final Fantasy, where you're initially funnelled through a linear experience, then gain access to the world map but are still limited by mountains and coastlines, then finally unlock an airship that lets you go anywhere you want. Ark Frontier starts you at the world map stage (and you can climb the mountains if you're dedicated enough), but it's no surprise that the Final Fantasy series is one of my inspirations for the setting. I'm dedicated to nonlinear exploration though, so there aren't any literal restrictions on where the characters can go, but some areas will naturally be more difficult than others. Creature design also plays a part in that, as there are a lot of different monsters that require a range of tactics to overcome, but that's a subject for another post.

The Kung Foo City map is a bit of a different beast, since I didn't have to design the layout. However I still find myself walking the mountain-ranges as I draw them, and I've been trying to impart a unique character to different areas. The mountains of the north are lofty and jagged, while those of the fertile southeast rise in sugarloafs from the flat plains. To the west, the desert wastes are dotted with mesas and steep-sided plateaus. I'm pursuing a similar technique with the major cities, drawing unique and flavourful icons for each.

Here's the map the players will start with in Ark Frontier. Can you feel the pull of distant horizons?



Monday, 15 May 2017

Ark Frontier Progress

I've decided on the final elements for Ark Frontier, and with those choices nailed down I've been able to move forward on the world-building. I also started setting up a layout design for it, where I may or may not be starting to compose some of the document rather than writing it in a Google Doc like sane people do. I figured it would avoid double-handling if I just started entering creature stats directly into stat-blocks, and I may or may not decide to use InDesign like a word processor. I've done it before for PowerFrame supplements, and it does lend itself pretty well to blocking out a manuscript and then filling in the bits until it's done.

Anyway, elements! I was a little worried that ten might be too many, but they are organised into five pairs: Light and Shadow, Fire and Cold, Life and Death, Sink and Float, Spark and Null.

Some of those are pretty obvious, and some... not so much. Sink is basically gravity or an attractive force, while Float is antigravity and repulsion. Spark is electricity, and Null is sort of non-conductivity, but also encompasses stuff like anti-magic, negation, and void.

The pairs create some interesting dynamics from an in-game philosophical standpoint. Before the Phantom Storm, the indigenous people knew and utilised the five elements of Light, Fire, Life, Sink, and Spark, which they consider positive or natural forces.

The others — Shadow, Cold, Death, Float, and Null — are considered negative or unnatural; whereas normal darkness or cold is simply the absence of light or heat, the elemental forces of Shadow and Cold can actually generate darkness and cold directly. Death as a force encompasses undeath in its various forms, from animated corpses to spectres. The five unnatural forces were forbidden to mages, and even knowledge of them was suppressed. It may be that tinkering with the forbidden elements was somehow responsible for the Phantom Storm, but that's an unanswered question.

With the appearance of Phantoms (initially Shadow, Cold, and Death), knowledge of the negative elements has become widespread. Some think that they should remain forbidden territory, while others believe it is best to "know thy enemy" by researching and mastering these new fields. This has created a split between white and black mages. There are some who prefer to be called grey mages, who dabble in both sides, but most white mages would classify any use of unnatural elements as black magic.

There are also summoners, who feel that the best way to defeat the Phantoms (or to gain personal power) is to gain mastery over them and use them as tools, but this is an outlawed and persecuted pursuit.

Interestingly, this approach to the positive and negative elements also creates some conflict with the human colonists — in particular, their use of anti-gravity technology, which is seen as taboo. I suspect that the Council has placed an official ban on the use of antigrav out of respect for the indigenous beliefs, but that may not stop people from using it on occasion. The cryogenic storage system was also viewed with suspicion, but it relies on the removal of heat rather than the literal generation of "cold energy" and so it has the official seal of approval. This doesn't stop some element of prejudice against the recently-thawed Sleepers, however.

World-building is interesting because each piece you add sends ripples across the setting, interacting with already-established elements and suggesting new things to add and directions to explore. Add sufficient details and follow the consequences to their logical conclusions, and eventually a complete picture of the world emerges like a tapestry.

Sunday, 9 April 2017

Frontier Elements

Looks like I forgot to write a post last Sunday. I've always been a terrible diarist. Anyway, for those of you left in suspense by my last post, I'm here to talk a bit about the "elemental" setup I have in mind for Ark Frontier.

I put "elemental" in scare-quotes because they aren't elements in the sense of being fundamental building blocks, even in a mystical sense. I'm trying to avoid starting with the typical earth/water/air/fire setup, and instead go with something unusual. My list is still in flux at the moment, but the basic concept revolves around different forms of energy (or lack thereof). In that sense, they are more like "properties" than elements.

The Elements


Initially I was thinking of Light, Dark, Fire, Cold, Spirit, Spark, and Gravity. I want Light and Dark because I have some cool ideas for thematic Phantoms, and I want Spark so it can do extra damage to tech devices like Lightning does in Final Fantasy.

There are a couple of obvious opposites in the list: Light/Dark and Fire/Cold. I am considering splitting Spirit into Life and Death, which would provide separate classifications for both healing magic and undead-type Phantoms.

What's holding me back, though, is that I can't think of an "opposite" for Spark... apart from something like insulation/inertness, which isn't particularly exciting as an "element" in its own right. Then again, perhaps it could work if I define it as negation. Call it Silence perhaps? It could cover counterspells and warding, and maybe de-power magical crystals. I'll have to think about it.

I guess if I go with all pairs, then Gravity and Antigravity are the obvious other split. Gravity (Sink?) gets to do crushing, heaviness, high pressure, and attraction, while Antigravity (Float?) covers lift, lightness, low pressure, and repulsion.

Phantoms


Phantoms are magical creatures, most of which are strongly aligned to a single element and express some of its properties. A few may combine aspects of more than one element. Their elemental nature also defines the things they are resistant or vulnerable to; each will have a custom list of resistances. I don't just want to have a standard set of reliable resistances, although they will fall along thematic lines for the most part (Dark resists Dark and is vulnerable to Light).

The area around the Ark will be plagued by a few Phantom varieties, with new and unusual types encountered when the explorers reach new territories. In this way, the composition of the world itself will help maintain the sense of discovery and uncertainty as the players learn how best to handle different Phantom elements and types.

Elemental Crystals


Normally Phantoms dissolve and blow away when they are killed, but it's possible to use a spell to harvest elemental crystals off them. You get different grades of crystal depending on the Threat of the creature (although I've yet to define the effects of the different grades), and there's another new spell that lets you fuse smaller crystals together to make larger ones.

Elemental crystals will have a variety of uses, including mana sources, ammunition, and changing the elemental properties of armour and weapons. I'm thinking one of the native species can also absorb the crystals to change their personal elemental alignment.

__________

That's about as far as I've got with elements so far. I'm not sure what the subject will be next week (assuming I remember to write an article). I've been working on a card game too, so I might report on how that's going.

Monday, 27 March 2017

Ark Frontier Organisations

This week I'd like to talk a bit about the organisations and factions in Ark Frontier.

Organisations


Last time, I discussed the different groups that have emerged due to different life-experiences. I really like generating complexity by combining several basic options. In Ark Frontier, your species, group, organisation, and occupation form the basis of your social identity.

So far I have the following major organisations, no doubt with more to follow.

The Council


This is the group that's officially in charge of the Ark and all its inhabitants. It's made up of representatives from all three species, although I've yet to determine its exact nature. How many members are there? Are members elected or nominated — perhaps it's different for different species? Are representatives from different factions, regardless of species divisions?

In any case, this is the organisation that makes the hard decisions in the best interests of the colony. Many no doubt find it slow, inefficient, and painfully cautious.

Colony Defence (The Line, Liners)


The equivalent of the military, this group is charged with keeping the new settlements safe from Phantom incursions as people start to slowly spread out from the Ark. Liners patrol the expanding borders and check in on settlements regularly, but they are responsible for holding the line rather than pushing it forward; that job falls to the Blazers.

Colony Defence also controls the Ark's entire supply of exo-suits. They have three different models: the Pioneer hardsuits, Vanguard powered armour, and Destiny mecha. These pull double-duty as construction machinery and armoured combat vehicles. Some would like to use them for expeditionary missions, but the Council feels they are too valuable and few in number to risk losing them somewhere inaccessible.

Blazers (Trailblazers, Adventurers)


This is more a collection of loose groups than a coherent organisation, though there is a shared sense of camaraderie and an informal guild that helps coordinate teams. Blazers venture into the wilderness to explore, fight back Phantoms, and extend the colony's safe-zone. They uncover ruins from the fallen civilisation, and seek to uncover the cause of the Phantom Storm. In essence, they are classic fantasy adventurers.

It's a dangerous yet thrilling life, and many Arkborn are drawn to it with a blazing passion.

Settlers


Brave souls who have chosen to leave the cramped safety of the Ark to build new homes under the sky. It's a hard life, but one eagerly welcomed by many of the native population as they resettle and rebuild. Some feel a little resentment towards the human settlers, but for the most part there is plenty of space and enough of a shared history of cooperation that nothing has come of it yet.

Exodians (Breakers, Pioneers, Outsiders)


When the Ark first opened its doors, some of the older native folk ignored the Council's warnings, leaving with their families to reclaim their ancestral land. They are outside the Ark's jurisdiction and protection. No doubt many of them fell to roving Phantoms, but some well-equipped and canny groups have established strongholds and carve out a life on their own terms. What happens when the Ark's settlers build far enough out to encounter an Exodian settlement remains to be seen...

Summoners


Shortly after the Ark re-opened its doors, a small number of sorcerers learned how to summon and control Phantoms. This practice has been outlawed by the Council because of the obvious dangers it poses, and so Summoners must operate in secret. There is a secret society of Summoners who see their skills as a way to neutralise the threat posed by Phantoms, and perhaps even put them to good use battling their wild kin.

Other Organisations


I haven't fleshed them out yet, but there will also be a number of gangs; a criminal organisation that built a black market during the years on the Ark and are now looking to expand their influence throughout the new colony; possibly some sort of magic college, though I've yet to properly define the available magic; and presumably a general school system to train people towards useful professions. And no doubt others.

I was going to also talk about the elemental nature of the Phantoms, but it's getting late so I'll have to save that until next time!

Sunday, 19 March 2017

New Frontiers

I'm going to see if I can get into a routine of posting on Sundays to talk about what I've been working on for the past week. On top of my current freelancing jobs, I've been spending a lot of time thinking about Ark Frontier.

Ark Frontier will be a setting and campaign supplement for PowerFrame. I want to play to the system's strengths, so in short, it's a technofantasy hexcrawl inspired by JRPGs such as Final FantasyWild Arms, and Star Ocean, and also by an obscure old anime called Genesis Surviver Gaiarth.

The Premise

Civilisation on [WORLD] is on the brink of being wiped out by monsters in an event called the Phantom Storm, when a generation ship from Earth — the Ark in the title — lands. While the humans can't save the world, they are able to use their advanced technology to fight back the Phantoms long enough to get a sizeable number of refugees on board. Thankfully the Ark was designed to turn into a self-sustaining arcology city on arrival, and so tens of thousands of people are able to weather out the Storm.

Eighteen years later...

Although many thought it would never end, the Phantom Storm has finally abated. Phantoms still roam a land that is now unrecognisable, but they are no longer a constant threat. Refugees from the Ark — some of whom have never seen the sky of their home-world — emerge to explore and reclaim this new frontier.

Fusion Culture

One thing I wanted to do was come up with a frontier exploration setting that didn't either re-cast native people as "savages" to be wiped out (orcs, inscrutable aliens), or erase them altogether. Instead, the uninvited colonists from Earth (who were perhaps fleeing some desperate calamity of their own) opened their arms to the local peoples; recognising the value in saving a civilisation on the brink of extinction (and one that could help them understand the nature of their new world), and uniting in the face of overwhelming adversity.

That's not to say there aren't tensions within the new culture that has been forged in the heart of the Ark. Traditionalists hold onto their old ways, while the youth of three species have grown up together and look to the future. There are feelings of resentment, but also gratitude and reliance.

On top of the humans and two native species (that I haven't completely figured out, so I'll talk about them later), the events since the landing have split people into several demographic groups.

Natives lived through the Phantom Storm and boarded the Ark as refugees. Some are grateful to the humans for coming to their aid, while others resent the interlopers coming uninvited. These are the last survivors of the old civilisation, and keep its traditions alive as best they can.

Landers are humans who crewed the Ark when it arrived. Most of them are part of a "generation crew" contingent who stayed awake for the hundred-year voyage, but a few were woken from cryosleep shortly after arrival. Most were happy to help the Natives (whether out of humanitarian ideals or pragmatic considerations), but some have grown to resent their presence and their drain on resources as the years wore on.

Arkborn are children who were born on the Ark once the doors were closed against the Phantom Storm. The very oldest of this generation may be those carried onboard as infants, too young to remember a life outside. This group is the most culturally united, with members of all three species mingling freely. Many chafe against traditions, and want to explore the outside world.

Sleepers are humans who have only recently been awoken from cryosleep. Due to the influx of refugees, the Ark could not support all the humans being awoken, and so thousands have remained in stasis until the colony could begin expanding. They still remember Earth, and many now suffer from culture shock as they are dropped into the new society that formed while they were sleeping.

While the focus will be on exploration and trying to figure out the mystery behind the Phantoms, I'm hoping that a well-thought-out culture and differing points of view will create dramatic tension and provide opportunities for intelligent antagonists.

That's all for this week! Let me know in the comments if you have any questions or ideas regarding Ark Frontier.