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7/31/2019 The Enumerations of Chaos
http://slidepdf.com/reader/full/the-enumerations-of-chaos 1/8
7/31/2019 The Enumerations of Chaos
http://slidepdf.com/reader/full/the-enumerations-of-chaos 2/8
Credits
Written By
Jimmy_P
Tidomann
VileTerror
Original Concept By
this Fan Supplement is completely unofficial and in no way endorsed by Game
Workshop or Fantasy Flight Games
Compiled by
Messiahcide
Contents
Influence of Slaanesh page 3
Influence of Nurgle page 4
Influence of Khorne page 5
Influence of Tzeentch page 7
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The Enumerations of Chaos
"I disobey nothing, brother, but even you must recognize
the symbolism of our number. Three times three, the
pesedjet of ancient gods, the Occidental orders of angels
and the nine cosmic spheres of the forgotten ages."
- Magnus the Red, addressing Mortarion on Ullanor.
Each of the Ruinous Powers have a sacred number; an
ideological numeration that is embedded within the deep
mysteries of their warp cults. These sacred numbers are
found throughout the entirety of the galaxy across worlds
separated by the wild gulfs of the warp and eddies of real
space. Each has the power - and influence - to evoke the
powers of the gods.
When making d100 checks, a 66, 77, 88 or 99 prompts
a further 1d10. If you end up rolling three-of-a-kind, then
the fickle forces of chaos have taken an interest in the
action causing something wholly unexpected to occur.
When this occurs, roll an additional d100 and consult the
Influence of Chaos results below.
Note: "Triggerer" refers to the individual Acolyte, Fated
NPC, or Corrupt NPC who rolled the sacred numbers (66
and 6, 88 and 8, etc, etc.). It is recommended that these
effects only come in to play within locations which are
appropriately disturbed by the Warp, unhallowed, or
similar.
Influence of Slaanesh
"Long shall be your suffering. Joyous be your pain."
Perverse Laughter
Rolls: 1 – 6
Effect: Courage and Fear
Details: Despite the unnerving sound which apparently
has no origin, the Acolyte whose action called the
attention of Slaanesh feels emboldened. Suddenly things
don't seem so bad, and they gain Immunity from Fear and
Pinning for 6d6 turns, but must succeed a Willpower Test
or gain 1d6 Corruption points. All allies of the Acolyte in
question, though, feel nothing but disturbed, and must
perform a Shock Test.
Awash with Sweetness Rolls: 7 – 40
Effect: Minor
Details: The triggerer suddenly feels really, really nice.
Quite pleasant indeed. It's a little unnerving, but ultimately
it can be shrugged off.
Drenched in Pleasure
Rolls: 41 – 64
Effect: Corruption
Details: This feeling builds over a single round, forcing
the character to lose their turn. At the end of their turn,
they must successfully Test Willpower or end up reaching
sexual climax. On such a failure, pious characters take1d10 Corruption Points, while common characters take
only 1d5. Chem Gelded or physically neutered characters
are immune to the orgasmic portion, but still feel rather
pleasant, treating this Influence Effect as Awash with
Sweetness.
Overly Friendly Foe
Rolls: 65 – 82
Effect: Lust
Details: The triggerer will inexplicably and suddenly feel
a profound sense of allure to the closest target who they
were previously or currently in conflict with. In combat,
the triggerer must Test Willpower 1d6 times, with theeffect triggering after 6 Degrees of Failure total (Degrees
of Success do not combat this tally). If out of combat, the
triggerer is entitled to a single Willpower Test to ignore
this effect. If no enemies are nearby, the triggerer will feel
this way with all others in the immediate area. The
triggerer will make efforts to engage in intimate actions
(whether sexual or simply personal), with the target(s) of
their affection. This lasts for 1d6 rounds in combat, or half
a minute if out of combat.
Pariahs, also known as blacksouls,
psychic nulls and the soulless, are entities that
have no presence in the warp. Pariahs are the
antithesis of Chaos as their being does not have
any presence in the warp and indeed radiates a
sense of unnaturalness and unease that is
uncomfortable to living creatures and can be
painful or even lethal to psychically sensitive
beings such as Eldar or Psykers.
Similar to Pariahs are "Blanks", also
known as "Untouchables", who are able to block
out psychic effects within a certain area. This
"field" also projects a sense of fear or revulsion
towards the Blank on anyone close enough to be
affected. A Blank often may not be aware of their
own powers and may not be able to control them.
Regardless, both Pariahs and Blanks
by their nature are resistant to the whims ofChaos. They are never subject to the attention of
the Ruinous Powers and thus never trigger
Influences of Chaos.
Pariahs
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Pain is Pleasure
Rolls: 83 – 94
Effect: Corruption
Details: For 1d6 rounds, the triggerer feels pleasure
whenever they are harmed. They must make a Willpower
Test to resist this sensation. If they fail, they take 1d6
Corruption Points per Degree of Failure, and if they suffer
6 or more Degrees of Failure, they lose their next 1d6Turns as they “suffer” the throws of ecstasy.
Greed
Rolls: 95 – 100
Effect: Social
Details: The triggerer must Test Willpower (at -20 for a
Scum or otherwise greedy individual). On a failure, they
are overcome with a desire to gain possessions, money,
and/or power. For 6d6 rounds, or the next 1d6 minutes,
the character will actively seek to acquire anything and
everything that isn't nailed down . . . regardless of its
current owners.
Influence of Nurgle
"The bolts from our guns shall be as thick as flies on a
corpse, our followers shall be as numerous as maggots on
rotting flesh and news of our victory will spread through
the armies of our enemies like a plague."
Horrid Stench
Rolls: 1 – 7
Effect: -5 to Perception
Details: The area suddenly fills with a terrible smell! It's
so horrific that even the most stalwart of Acolytes find
themselves distracted by the odor. All Perception rollsperformed in 1d7 meters are reduced by 5. Those
without a sense of smell, however, are immune to this
effect. The smell and effect last until the GM declares
otherwise.
Mirthful Fatalism
Rolls: 8 – 20
Effect: Corruption and Insanity
Details: The triggerer suddenly feels an overwhelming
sense of mirthful fatalism: Everything is going to end,
nothing matters, and it's strangely pleasing. “It's the end
of the world, and I feel fine!” The character must Test
Willpower twice. On failures, the character takes 1d7
Insanity or 1d7 Corruption (one roll for each). Declare
which roll is which before rolling. The deranged mood
may last until the end of the encounter, at the discretion of
the GM, or (with permission from the GM) at the discretion
of the player.
Swarm of Flies Rolls: 21 – 41
Effect: Minor
Details: Any regular conversation is swiftly blotted out
as the sounds of a great swarm of flies, locust, or other
insectoid pests fills the air. This can happen anywhere,
and even in places where insects wouldn't naturally
survive. After one round, the swarm will then appear and
buzz around. If outdoors, there is no additional effect,
and the bugs eventually fly away. If this takes place in a
confined environment, then visual and auditoryPerception Tests are at -5 until the confines can be
vented. If the insects are killed during this event, their
corpses will remain, as they are actual creatures of the
Materium.
Rusting Influence
Rolls: 42 – 62
Effect: Weapon Damage
Details: A single metallic weapon or item which
contains metallic components that the triggerer is
currently holding or in possession of will suddenly begin
to rust in their hands. The weapon takes one half its
max hit points in damage if such housefuls are in effect,
potentially even getting destroyed on the spot. Benefits
such as Balanced and Reliable are lost. Further
negative effects may be determined by the GM as
appropriate.
Vomit of Maggots Rolls: 63 – 79
Effect: Corruption and Insanity
Details: The triggerer will suddenly feel sick to the
stomach (assuming they have a standard digestive
tract), and must make a Toughness Test. Each day, for
1d7 days, the character must make another Toughness
Test after waking up. If the total Degrees of Failure
exceed the total Degrees of Success then the illness willculminate with the character spewing out a stream of
maggots or grubs. This event is rather terrifying for the
victim, and they must successfully Test a Willpower at -
20 or suffer 1d7 Insanity Points. Anyone observing this
event must also pass a Willpower +30 Test, or suffer 1d7
Insanity Points. Each Insanity Point earned this way
causes a -5 Penalty to Willpower for a follow-up 1d7
Corruption Test (which only must be performed by those
who failed the previous Willpower Test versus Insanity).
Flare Up
Rolls: 80 – 93
Effect: Disease
Details: The triggerer must immediately Test
Toughness. On a failure, an old disease or ailment
which they had previously won out over suddenly returns
from dormancy (chosen by the GM, if multiple options
are available). The character must follow through the
rules of that disease as if they had just contracted it
(unless that particular disease has specific rules about
relapses). If the character has never suffered a previous
ailment, they should count themselves /especially/ lucky.
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The Rot Rolls: 94 – 100
Effect: Loss of Appendage
Details: Roll 1d100 and consult the following chart. The
triggerer must then test Toughness, or the specified
organ/body part of the triggerer will go numb and die
suddenly. If the triggerer fails their Toughness Test, theGM must immediately make a secret Willpower Test for
the triggerer as well. On a failure, the appendage not only
dies, but becomes host to a malevolent or mischievous
force from the Immaterium. See Daemonhost rules, and
apply the Seemingly Normal “Unholy Change” (page 356
of Core Rulebook) to the affected appendage. The
numbness will never subside, but if possessed in this
manner the affected appendage will eventually start to
respond to the triggerer again. However, the appendage
will actually be under the control of the GM, who may
proceed to exert said control as subtly or overtly as they
please. If the appendage performs an action which is
contrary to the triggerer's intent, the GM rolls a Deceive
Test for the appendage against either the Logic or
Scrutiny of the triggerer. If the brain becomes infected in
this manner, the entire character effectively becomes a
Seemingly Normal Daemonhost.
Roll Appendage Roll Appendage1 Hair 41-44 Liver2 Ears 45-50 Stomach3 Eyes 51-53 Large Intestine4 Lips 54-58 Small Intestine5 Jaw 59-70 Heart6 Tongue 71 Kidney7 Nose 72 Both Kidneys8 Teeth 73-74 Spleen9 Brain 75-77 Ribs
10 Throat 78 Gonads11 One Finger(Right Arm)
79 Bladder
12 1d5 Fingers(Right Arm)
80 Entire LowerTorso
13 All Fingers(Right Arm)
81 One Toe (RightLeg)
14-15 Hand (RightArm)
82 1d5 Toes (RightLeg
16-17 Elbow (RightArm)
83 All Toes (RightLeg)
18-20 Shoulder(Right Arm)
84-85 Foot (Right Leg)
21 One Finger(Left Arm)
86-87 Knee (Right Leg)
22 1d5 Fingers(Left Arm)
88-90 Hip (Right Leg)
23 All Fingers(Left Arm)
91 One Toe (LeftLeg)
24-25 Hand (LeftArm)
92 1d5 Toes (LeftLeg
26-27 Elbow (LeftArm)
93 All Toes (Left Leg)
28-30 Shoulder(Left Arm)
94-95 Foot (Left Leg)
31-37 One Lung 96-97 Knee (Left Leg)38-40 Both Lungs 98-100 Hip (Left Leg)
Some of the above results may seem too comedic or dire
for the current campaign. GMs are encouraged to get
creative, or failing that, reroll until something more
appropriate occurs.
Influences of Khorne
"I salute you! For though our path has been long and
bloody, you have served our Lord with unflinching courage
and the honor of true warriors. We have seen many fall
today and must remember, even as we die, that our blood
too is welcome..."
Blood Frenzy
Rolls: 1 – 8
Effect: Frenzy or Combat
Details: Anyone currently engaged in Combat must
succeed a Willpower Test or become Frenzied. The
Frenzy lasts until blood is drawn (GM's discretion). If not
currently in Combat, only the one who triggered Khorne's
interest must Test Willpower +30. On a failure, theyinitiate combat with the closest target (friend or foe) and
become Frenzied as above. Anyone who is already
Frenzied or has the Frenzy Talent will not automatically
exit Frenzy when blood is drawn.
Axe of KhorneRolls: 9 – 16
Effect: Damage and Soul Rend
Details: The triggerer immediately suffers 1d8 Rending
damage which Armor cannot resist, but Toughness does.
If the effect only deals Light Wound Damage then there is
no visual cue. If the effect deals Heavy Wound Damage,
then lacerations appear over the triggerer's skin. If theeffect deals Critical Wounds, then consult Critical Damage
Chart, and apply the damage to the body. Additionally,
the character's presence in the Immaterium is cut off for
1d8 rounds. A non-Psychically inclined character merely
becomes “invisible” to those which perceive through the
Warp. A Psyker, Witch, Sorcerer, or similarly Warp-
dependent character loses their Psychic Powers for the
duration of the effect, and must test Willpower or suffer
1d8 Insanity Points from the stress of being cut off.
Crimson Haze
Rolls: 17 – 40
Effect: Minor
Details: The triggerer suddenly sees red, literally.
Aside from this, there is no effect to most. However,
if the character has the Bloodlust Malignancy, they
must Test Willpower. On a failure they make an
attack on the closest target, friend or foe.
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Corrupt Fury
Rolls: 41 – 58
Effect: Corruption and Bonus Damage
Details: The triggerer earns the ability to trigger Corrupt
Fury for the duration of the Encounter. If outside of
combat, the duration is until the end of the first combat in
the next 1d8 minutes. Corrupt Fury functions likeRighteous Fury, but instead triggers on a damage roll of 8.
Corrupt Fury must be confirmed for the first roll, but not for
any subsequent rolls in the same series. Corrupt Fury
does not prevent someone from also earning Righteous
Fury in the same attack if multiple damage dice are rolled.
Both Corrupt and Righteous Fury share their confirmation
in a single attack. Any time which Corrupt Fury is
triggered, the attacker must test Willpower or earn 1d8
Corruption Points. Each subsequent Corrupt Fury roll in
the same series of damage rolls incurs a cumulative -10 to
said Willpower Tests.
Blood Rain
Rolls: 59 – 76Effect: Warp Instability
Details: For 1d8 rounds an area 8d8 meters extending
from the triggerer will be filled with howling wind and blood
raining from the sky or ceiling. Any Psychic Powers used
in this area immediately trigger Perils of the Warp.
Binding Honor
Rolls: 77 – 84
Effect: Blood Oath
Details: The triggerer feels compelled to make an oath or
promise on the spot, usually involving violence,
aggression, combat, or (especially) revenge. The
character is entitled to a Willpower Test at -20 to avoid
making the Oath, but they will suffer -10 to all tests until
the end of the encounter if they succeed. If the Oath is
ever broken, the character suffers -30 for the duration of
the encounter in which they broke the Oath due to feelings
of guilt and self-loathing. Once broken or fulfilled, the
Oath is satisfied. The GM and player should work
together to first come up with a short-hand version of the
Oath, and then flesh it out after the encounter is finished,
to help streamline game play.
Live to Fight. Fight to Live
Rolls: 85 – 92
Effect: Combat Bonus
Details: The triggerer is 'blessed' by Khorne. From the
next 1d8 days, the character will deal an additional 1d8
Melee Damage, and any time they successfully strike a
target in melee combat they are given a +1 Agility Bonus
for 1d8 Rounds (this bonus is only applied once, and the
duration is refreshed instead of stacking), remove a
number of points of Fatigue equal to ¼ the damage they
inflicted before Toughness and Armor (minimum of 0), and
heal a number of Light Wounds equal to ¼ the damage
they inflicted after Toughness and Armor (minimum of 0).
Keep a running tally of every attack or aggressive action
the character makes in those 1d8 days, and make a
Willpower roll at the end of each day which the character
is 'blessed.' Each failure results in Corruption Points
equal to the number of aggressive actions and attacks
which the character performed in the day associated with
that Willpower roll.
Cursed Organ Rolls: 93 – 100
Effect: Loss of Limb (or internal organ)
Details: Roll 1d100 and consult the following chart. The
specified organ/body part of the triggerer will now
become cursed, and will be violently removed sometime
in the near future. The character is unaware of this
curse (unless they possess divine knowledge or Psyker
powers). Although, they will suffer occasional pains in
that organ, or have nightmares or visions involving it. If
that character suffers any Critical Damage in a hit
location which contains the cursed organ, the GM may
immediately opt to cause the curse to manifest.
Roll Appendage Roll Appendage1 Hair 41-44 Liver2 Ears 45-50 Stomach3 Eyes 51-53 Large Intestine4 Lips 54-58 Small Intestine5 Jaw 59-70 Heart6 Tongue 71 Kidney7 Nose 72 Both Kidneys8 Teeth 73-74 Spleen9 Brain 75-77 Ribs10 Throat 78 Gonads11 One Finger
(Right Arm)79 Bladder
12 1d5 Fingers(Right Arm)
80 Entire LowerTorso
13 All Fingers(Right Arm)
81 One Toe (RightLeg)
14-15 Hand (RightArm)
82 1d5 Toes(Right Leg
16-17 Elbow(Right Arm)
83 All Toes (RightLeg)
18-20 Shoulder(Right Arm)
84-85 Foot (RightLeg)
21 One Finger(Left Arm)
86-87 Knee (RightLeg)
22 1d5 Fingers(Left Arm)
88-90 Hip (Right Leg)
23 All Fingers(Left Arm)
91 One Toe (LeftLeg)
24-25 Hand (LeftArm) 92 1d5 Toes (LeftLeg26-27 Elbow (Left
Arm)93 All Toes (Left
Leg)28-30 Shoulder
(Left Arm)94-95 Foot (Left Leg)
31-37 One Lung 96-97 Knee (Left Leg)38-40 Both Lungs 98-100 Hip (Left Leg)
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Otherwise, the GM may make plans to draw out the
curse, and potentially even associate the event with a
side-quest. The curse can only be broken if the proper
pious sacrifice be made to undo Khorne's wrathful ire.
Losing a critical organ may cause instant death, but
burning Fate should still allow the player character to
survive as normal (be sure to come up with a story-
appropriate situation to explain it).
Influences of Tzeentch
"Do not ask which creature screams in the night. Do not
ask which creature screams in the night, Do not question
who waits for you in the shadow. It is my cry that wakes
you in the night, And my body that crouches in the
shadow. I am Tzeentch and you are the puppet that
dances to my tune."
Murder of Ravens Rolls: 1 – 9
Effect: Insanity
Details: The natural sounds seem to shift and become
distorted until it sounds as though a murder of ravens is
screeching through the air. This can happen anywhere,
and even to people who don't know what ravens are. If
the environment is completely silent, then the sound
slowly fills the air. After 1d3 rounds, the flock will then
appear from the unlikeliest of places, and fly in a random
direction (though some may claim to see the 'logic' behind
their flight path). If outdoors, everyone in range must
perform a Shock Test, but if it takes place somewhere that
ravens are not usually found, then the Shock Test is
modified with -20 to Willpower. The birds will immediately
attempt to flee the scene, and may need to return the way
they came to escape confined spaces. Even after theravens are gone, their sound will remain, as if they were
still in the immediate area. The sound will eventually fade
away, but not the memory. Any ravens killed during this
event will mysteriously leave no bodies.
Touch of Tzeentch
Rolls: 10 – 18
Effect: Minor Mutation
Details: A random living entity in 1d99 meters manifests
one random Minor Mutation. Roll 2d10 and consult
scatter diagram, the first roll represents half the distance,
while the second roll represents the other half. It is
possible for the power to effect the triggerer if both scatter
rolls oppose one another. If no character (NPC or player-
character) is in the effected destination area, rule that a
small wild creature or by-stander manifests the mutation.
If in an environment where there are no suitable targets,
automatically effect the closest NPC or player-character.
The mutation does not need to manifest instantly, but the
target should feel the change coming as soon as the rolls
are determined.
Chained Lightning
Rolls: 19 – 27
Effect: Damage
Details: The triggerer will suddenly fire Warp Lightning in
the direction they are facing. The lightning will hit 1d9
targets, in order of physical proximity, dealing 1d9-
(number of jumps) along the way. Only Power Armoroffers protection, but Power Field Weapons, Force
Weapons, and Holy Weapons may be used to Parry the
lightning. Once Parried, the lightning effect ends. The
triggerer may be struck from a chain jump. No targets
may be hit more than once, even if there are insufficient
bodies for the lightning to reach its full number of jumps.
The triggerer takes 1d9 Corruption, and each target must
Test Willpower and Test Toughness. A failed Willpower
Roll results in 1d9 Corruption, and a failed Toughness Roll
results in the target being Stunned for 1 Round.
Flip
Rolls: 28 – 41
Effect: Roll Result ChangeDetails: The next Test roll the triggerer performs will
count as reverse. I.e.: a 27 would instead be a 72.
Shift Rolls: 42 – 59
Effect: Minor
Details: No game effect occurs. There is just an uneasy
feeling as either the wind suddenly changes directions, or
a blinking light suddenly changes its rhythm. There's a
sense that the veil between the Materium and Immaterium
is particularly weak in this area . . . but nothing truly
manifests.
Blink
Rolls: 60 – 73
Effect: Movement
Details: The triggerer suddenly moves 1d9 meters in a
random direction (consult scatter diagram). Anyone
observing the character when this event takes place will
not witness the Blink occurring, and the character effected
will (as far as onlookers are concerned) have frozen in
place. Should a reflection have been present, however, it
/will/ vanish without a trace and the reflection of the
effected character's position will appear simultaneously. A
Willpower Test must be made if the triggerer's Intelligence
is above 30, and a failure results in 1d9 Insanity points
(Blessed is the mind too small for doubt). It is notrecommended that the GM allows the triggerer to teleport
inside solid matter or another entity, and should instead
'fudge' the distance to accommodate a 'safe landing.'
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Flesh of Tzeentch
Rolls: 74 – 82
Effect: Random Armor Points
Details: For 1d9 rounds, the entity who caused this
Influence to trigger has the Flesh of Tzeentch Trait. Roll
1d9 to determine which type of 'living flesh' the Acolyte
now has. The character will revert to their original state ofbeing when the duration expires. Worn Armor is
unmodified by these changes, but may take damage
(such as from Magma Flesh).
Roll Result1 Wood: This material is especially susceptible
to flame, and the customary Agility roll to avoidbeing set on fire is revoked. Additionally,Toughness can no longer reduce Flamedamage sustained.
2 Glass: Impact damage is doubled against thismaterial, but Dodge rolls versus Laser attacksare increased by +30.
3 Sand: Impact and Rending damage types areignored by this material. Flame or Energy
damage which exceeds 1/2 the target's totalCurrent Wounds will cause the Target toswitch to Glass.
4 Flesh: This is the standard material whichliving creatures are made of.
5 Iron: Natural Armor of Toughness Bonus x3,and many Psychic Powers no longer effect thetarget (GM's discretion).
6 Ice: Unarmed attacks gain +5 damage andare Cold Energy/Impact in type. Toughnessno longer reduces Energy Type damagesustained.
7 Magma: Unarmed attacks gain +5 damageand gain the Flame property with the Energytype. Melee Attacks sustained deal5+Strength Bonus damage to the attacker.
8 Diamond: Natural Armor of Toughness Bonusx9, and Dodge rolls versus Laser attacks areincreased by +70.
9 Warp: Any Psychic Power which targets thecharacter automatically cause Perils of theWarp. All other attacks against target maytrigger Influence of Chaos. Roll 1d10, on 6consult Slaanesh Influences, on 7 consultNurgle Influences, on 8 consult KhorneInfluences, on 9 consult Tzeentch Influence.Influences effect the attacker.
Addled Mind
Rolls: 83 – 91
Effect: Characteristic Penalty
Details: A tiny portion of unfathomable schemes of
Tzeentch is temporarily revealed to the character, causing
them to become terribly confused and distracted. The
triggerer's Perception and Intelligence are temporarily
reduced by 1d9 each for 1d9 rounds.
Paradox
Rolls: 92 – 100
Effect: Insanity
Details: As if from nowhere, the triggerer's mind is
suddenly filled with an impossible paradox. The
character gains (Intelligence Bonus-2)d9 Insanity Points
(a character with 29 or less Intelligence is just brieflybaffled, but not truly effected).
* Any situation which calls for a die size that is not the
standard d10 may be crudely synthesized by rolling a
d10 and simply rerolling when the result is higher than
the proposed die size.