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This scenario is designed for the ELEMENTAL game system and requires the ELEMENTAL Complete Guide.
Go to DriveThruRPG.com and search for ‘Gildor Games’ to see the full line of ELEMENTAL products.
For more information on Eclipse Phase, please visit http://eclipsephase.com/
Original Scenario written by Marc Huete and edited by Rob Boyle, Brian Cross and Adam Jury
Additional Material: Jack Graham, Ryan Macklin
Published by Posthuman Studios
This Version adapted and published by Gildor Games
Front Cover Art: David Revoy and Bruno Werneck
Interior art: Jacob Anderson, Anna Christenson, Daniel Clarke,
Danijel Firak, Lord Zsezse Works, Joakim Olofsson, Silver Saaremaeel,
Stanley Von Medvey, Bruno Werneck, CM Wong
Cartography: Jeff Eaton
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported
License. To view a copy of this license, visit: http://creativecommons.org/licenses/by-nc-sa/3.0/
ELEMENTAL and its logo are trademarks of Gildor Games in the U.S.A. and other countries
We wish to thank Posthuman Studios for allowing us to adapt and build on their incredible works.
Contact: gildorgames@yahoo.com
26
Alvaro Nonay González (Order #20580558)
Name:
Title: Techie
Race: Biomorph
EXPERIENCE POINTS
Move Spent Reserve Sacrificed
AGILITY 2
Athletics 2 12 30
Piloting 1
Sleight-of-Hand 1 CHARACTER DESCRIPTION
Wpn Mastery (spray weapons) 1
TOUGHNESS 2 Health
12
WILL 2 Spirit
Politics 1 12
Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various
physical stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use
the skill to tumble and dodge in combat. This allows you to add the skill level to defense rolls against physical attacks,
however it is an active measure so you must forfeit your attacks (and most other actions) while doing so.
PILOTING: You are skilled at handling aircraft or spacecraft. Add the skill level to attribute rolls when attempting difficult
maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the pilot’s).
SLEIGHT-OF-HAND: You are skilled at picking pockets, hiding or planting items, juggling and performing various other
tricks and feats of prestidigitation. Add the skill level to attribute rolls pertaining to such activities.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either
attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the number of
attacks instead of the other options.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You
automatically know most things related to your background. For more difficult tasks, add the skill level to the roll.
COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or
encrypted information. Add the skill level to attribute rolls pertaining to such activities.
FIXING: You can repair mechanical, electrical and electronic devices, constructs or vehicles. It generally takes one hour
to fix something, after which you make an AWA+Fixing* roll to determine how many Health points the damaged item
regains.
LOCKS & TRAPS: With the proper tools, you can attempt to pick keyed locks and crack combination locks. Add the skill
level to attribute rolls pertaining to such activities. You also know how to set and disable complex traps and snares of
different kinds. This skill can be used for building, setting and defusing explosive devices.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
SURVEILLANCE: You are capable of tailing others while remaining unseen and observing them at a distance, possibly
using electronic tools. You can also design, install and monitor this equipment. Add the skill level to attribute rolls
pertaining to such activities.
POLITICS: You understand power structures and can identify the key individuals who wield influence, either overtly or
behind the scenes. you can establish yourself in these circles, trade information and begin to wield some influence
yourself. Eventually, you become very connected and often seem to “know the right people”, or someone who owes you
a favor. When you need a favor, you can attempt a WIL+Politics roll to get it.
TOUGHNESS 2 Health
12
WILL 2 Spirit
Command 1 12
Impersonation 1
Intimidation 1
Persuasion 2
Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various physical
stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use the skill to tumble
and dodge in combat. This allows you to add the skill level to defense rolls against physical attacks, however it is an active
measure so you must forfeit your attacks (and most other actions) while doing so.
STEALTH: You can move silently and hide or camouflage yourself successfully. You are also able to follow someone without
being seen. To remain undetected, you roll AGI+Stealth against the target’s AWA+Senses.
UNARMED STRIKE: When fighting without a weapon, the skill level is added to your attack rolls. In addition, the -3 damage
penalty for unarmed attacks is reduced by the same amount.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either attack rolls
or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the number of attacks instead of the
other options.
COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or encrypted
information. Add the skill level to attribute rolls pertaining to such activities.
CRIMINOLOGY: You know how to gather and analyze evidence from crime scenes. Ballistics, toxicology, fingerprint collection,
DNA analysis and other forensic sciences fall under this skill. You also know the methods of crime; extortion, identity theft,
racketeering, disposal of bodies and so on. Add the skill level to attribute rolls pertaining to such activities.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another character’s general
motivation and state of mind with a successful AWA+Psychology vs. WIL roll.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
COMMAND: You know how to organize, command, inspire and deploy groups large and small. You can captain a ship and are
versed in military strategy and battlefield tactics. When you are part of a group action, your Command skill is added to the roll.
IMPERSONATION: You can “become” someone else by changing your appearance (with the proper materials), speech, accent
and manner. You can blend in almost anywhere by knowing the proper customs, manners and conversation. Viewers should
roll AWA+Observation vs. WIL+Impersonation to detect a fake.
INTIMIDATION: You can terrify someone through your appearance or manner by making a successful WIL+Intimidation vs.
WIL+Focus roll. This can be used to interrogate someone and extract information from them. It can also be used as an action
in combat to frighten an opponent. If successful, the terrified opponent is Slightly Impaired (-1 to rolls). The frightened opponent
can shake off the effect by making a successful 2d max Spirit check, using an action.
PERSUASION: Add the skill level to WIL rolls you make to influence, convince, seduce, bluff, fast-talk or otherwise get
agreement from someone, using charm or quick wit.
TOUGHNESS 3 Health
Armored Combat 1 15
WILL 1 Spirit
Intimidation 2 10
Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking
falls, performing various physical stunts and feats of balance. Add the skill level to attribute
rolls pertaining to such activities. You can also use the skill to tumble and dodge in combat.
This allows you to add the skill level to defense rolls against physical attacks, however it is
an active measure so you must forfeit your attacks (and most other actions) while doing so.
UNARMED STRIKE: When fighting without a weapon, the skill level is added to your attack
rolls. In addition, the -3 damage penalty for unarmed attacks is reduced by the same amount.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level
can be added to either attack rolls or damage rolls. If you are using a melee weapon that can
parry the attacks, you have the option to allocate the skill to defense rolls instead. If the
weapon can fire multiple shots rapidly you can add the skill level to the number of attacks
instead of the other options.
ARMORED COMBAT: You need this skill in order to fight in armor and use shields.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to
sense another character’s general motivation and state of mind with a successful AWA
+Psychology vs. WIL roll.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
INTIMIDATION: You can terrify someone through your appearance or manner by making a
successful WIL+Intimidation vs. WIL+Focus roll. This can be used to interrogate someone
and extract information from them. It can also be used as an action in combat to frighten an
opponent. If successful, the terrified opponent is Slightly Impaired (-1 to rolls). The frightened
opponent can shake off the effect by making a successful 2d max Spirit check, using an
action.
TOUGHNESS 1 Health
Second Wind 1 10
Memory 2
Research 1
Surgery 2
WILL 2 Spirit
12
Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various
physical stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use
the skill to tumble and dodge in combat. This allows you to add the skill level to defense rolls against physical attacks,
however it is an active measure so you must forfeit your attacks (and most other actions) while doing so.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either
attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the number of
attacks instead of the other options.
SECOND WIND: You can shake off damage thanks to nanobots inside your body. As a one-round action, you can
recover a number of Health points equal to a TOU roll. This special recovery roll can be accomplished once, twice or
three times per game session, depending on the skill level.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You
automatically know most things related to your background. For more difficult tasks, add the skill level to the roll.
COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or
encrypted information. Add the skill level to attribute rolls pertaining to such activities.
MEDICINE: You have medical knowledge and know how to treat injured, poisoned or diseased creatures. You can
administer the treatments below. It is assumed that you have a medical kit on hand. Otherwise, make the rolls at -2.
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine* vs. DIF, where DIF is equal to
the number of minutes elapsed since the patient was last injured. On a success, the patient recovers 1 Health. You can
administer First Aid multiple times to the same patient.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery rolls
after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine* vs. POT. On a success, the patient automatically succeeds on the
next Health check they make to shake off the impaired condition.
• Saving a life: If you tend to a character at the brink of death and they must make a TOU roll to survive, they add your
skill level.
MEMORY: You have a photographic memory. Add the skill level whenever a roll is made to remember details from the
past.
RESEARCH: Allows you to effectively obtain information through databases, the Mesh, etc. Add the skill level to
attribute rolls pertaining to such activities.
SURGERY: You understand anatomical structures. Given the right tools, you can perform surgical operations and
autopsies.
TOUGHNESS 1 Health
10
WILL 2 Spirit
Persuasion 2 12
Flashbacks: Simulspace (flaw) 1
Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various physical stunts and feats
of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use the skill to tumble and dodge in combat. This
allows you to add the skill level to defense rolls against physical attacks, however it is an active measure so you must forfeit your attacks
(and most other actions) while doing so.
STEALTH: You can move silently and hide or camouflage yourself successfully, whether in the shadows, vegetation or another hiding
place. You are also able to follow someone without being seen. To remain undetected, you roll AGI+Stealth against the target’s AWA
+Senses.
UNARMED STRIKE: When fighting without a weapon, the skill level is added to your attack rolls. In addition, the -3 damage penalty for
unarmed attacks is reduced by the same amount.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either attack rolls or damage
rolls. If you are using a melee weapon that can parry the attacks, you have the option to allocate the skill to defense rolls instead. If the
weapon can fire multiple shots rapidly you can add the skill level to the number of attacks instead of the other options.
ARCANE LORE: You are attuned to manifestations of parapsychological powers. These are displayed by certain individuals who, like
yourself, are infected by the Watts-MacLeod strain of Exsurgent virus.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You automatically know most
things related to your background. For more difficult tasks, add the skill level to the roll.
CRIMINOLOGY: You know how to gather and analyze evidence from crime scenes. Ballistics, toxicology, fingerprint collection, DNA
analysis and other forensic sciences fall under this skill. You also know the methods of crime; extortion, identity theft, racketeering, disposal
of bodies and so on. Add the skill level to attribute rolls pertaining to such activities.
MIND PROBE DIF: 3 Casting Time: 1 minute Range: Touch Duration: Instant
You penetrate and pry into another creature’s mind. The target must roll WIL+Focus against the casting or suffer Spirit damage equal to the
amount failed by, and you retrieve one sought-after image or piece of information from the target’s mind. If reduced to 0 Spirit or less, the
victim “snaps” and teeters at the brink of madness. If the target has the Arcane Lore skill and successfully resists the casting, the target
actually turns the tables on the caster, who becomes the victim and suffers Spirit damage equal to the amount failed by. This power has no
effect on robots and other mindless creatures.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another character’s general motivation
and state of mind with a successful AWA+Psychology vs. WIL roll.
RESEARCH: Allows you to effectively obtain information through databases, the Mesh, etc. Add the skill level to attribute rolls pertaining to
such activities.
PERSUASION: Add the skill level to WIL rolls you make to influence, convince, seduce, bluff, fast-talk or otherwise get agreement from
someone, using charm or quick wit.
FLASHBACKS: You have suffered a severe trauma in the past. When in a situation that is reminiscent of the traumatic event, you must
make a WIL roll vs. DIF X, where X equals the flaw level. Failure causes you to freeze in terror and become Severely Impaired (Move 0, -3
to rolls). You can attempt to shake off the effect as an action, by making a 2d Spirit check.
TOUGHNESS 2 Health
12
WILL 2 Spirit
12
Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing
various physical stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities.
You can also use the skill to tumble and dodge in combat. This allows you to add the skill level to defense
rolls against physical attacks, however it is an active measure so you must forfeit your attacks (and most
other actions) while doing so.
DRIVING: You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting
difficult maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added
to either attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level
to the number of attacks instead of the other options.
APPRAISAL: You can determine the approximate value of valuable, rare or exotic items. You are also a
skilled scavenger, able to find items of value in cluttered, ruined or abandoned environments. Add the skill
level to attribute rolls pertaining to such activities.
ARCANE LORE: You are attuned to manifestations of parapsychological powers. These are displayed by
certain individuals who, like yourself, are infected by the Watts-MacLeod strain of Exsurgent virus.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge.
You automatically know most things related to your background. For more difficult tasks, add the skill level
to the roll.
EGO SENSE DIF 2 Casting Time: 1 round Range: WILx10 meters Duration: Instant
You detect the presence and approximate location (distance and direction) of other sentient and biological
life forms (i.e., egos) within range. If the casting roll is twice the difficulty roll or more, you also sense the
approximate size and type of creature. Psi-endowed targets can roll WIL+Focus against the casting to
avoid detection.
OBSERVATION: You have the unusual ability to notice significant little clues (this relies on mental acuity,
not senses). The skill level is added to rolls pertaining to such activities.
RESEARCH: Allows you to effectively obtain information through databases, the Mesh, etc. Add the skill
level to attribute rolls pertaining to such activities.
TOUGHNESS 3 Health
Armored Combat 1 15
WILL 1 Spirit
10
Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various physical stunts
and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use the skill to tumble and dodge
in combat. This allows you to add the skill level to defense rolls against physical attacks, however it is an active measure so you
must forfeit your attacks (and most other actions) while doing so.
DRIVING: You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting difficult maneuvers or
avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).
PILOTING: You are skilled at handling aircraft and spacecraft. Add the skill level to attribute rolls when attempting difficult
maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the pilot’s).
STEALTH: You can move silently and hide or camouflage yourself successfully, whether in the shadows, vegetation or another
hiding place. You are also able to follow someone without being seen. To remain undetected, you roll AGI+Stealth against the
target’s AWA+Senses.
WEAPON MASTERY: You possess exceptional skill with kinetic projectile weapons like firearms and rail guns. The skill level can
be added to either attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the
number of attacks instead of the other options.
ARMORED COMBAT: You need this skill in order to fight in armor and use shields.
APPRAISAL: You can determine the approximate value of valuable, rare or exotic items. You are also a skilled scavenger, able to
find items of value in cluttered, ruined or abandoned environments. Add the skill level to attribute rolls pertaining to such activities.
FIXING: You can repair mechanical, electrical and electronic devices, constructs or vehicles. It generally takes one hour to fix
something, after which you make an AWA+Fixing* roll to determine how many Health points the damaged item regains.
MEDICINE: You have medical knowledge and know how to treat injured, poisoned or diseased creatures. You can administer the
treatments below. It is assumed that you have a medical kit on hand. Otherwise, make the rolls at -2.
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine* vs. DIF, where DIF is equal to the number
of minutes elapsed since the patient was last injured. On a success, the patient recovers 1 Health. You can administer First Aid
multiple times to the same patient.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery rolls after long
rests.
• Treating the sick/poisoned: Roll AWA+Medicine* vs. POT. On a success, the patient automatically succeeds on the next Health
check they make to shake off the impaired condition.
• Saving a life: If you tend to a character at the brink of death and they must make a TOU roll to survive, they add your skill level.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
SURVIVAL: You know the basic skills necessary to survive outside civilized areas: significant landmarks, hunting for food, building
a shelter, keeping warm (or cool), avoiding dangers, knowing the inhabitants, predicting the weather, finding your way, using maps
and navigational equipment, etc. Add the skill level to attribute rolls pertaining to such activities.
TOUGHNESS 1 Health
Armored Combat 1 10
Total
Alvaro Nonay González (Order #20580558)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
For full descriptions, please refer to the ELEMENTAL Complete Guide pages 27-38
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various physical stunts and feats
of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use the skill to tumble and dodge in combat. This
allows you to add the skill level to defense rolls against physical attacks, however it is an active measure so you must forfeit your attacks
(and most other actions) while doing so.
SLEIGHT-OF-HAND: You are skilled at picking pockets, hiding or planting items, juggling and performing various other tricks and feats of
prestidigitation. Add the skill level to attribute rolls pertaining to such activities.
STEALTH: You can move silently and hide or camouflage yourself successfully. You are also able to follow someone without being seen.
To remain undetected, you roll AGI+Stealth against the target’s AWA+Senses.
UNARMED STRIKE: When fighting without a weapon, the skill level is added to your attack rolls. In addition, the -3 damage penalty for
unarmed attacks is reduced by the same amount.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either attack rolls or damage
rolls. If you are using a melee weapon that can parry the attacks, you have the option to allocate the skill to defense rolls instead.
ARMORED COMBAT: You need this skill in order to fight in armor and use shields.
COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or encrypted information. Add
the skill level to attribute rolls pertaining to such activities.
CRIMINOLOGY: You know how to gather and analyze evidence from crime scenes. Ballistics, toxicology, fingerprint collection, DNA
analysis and other forensic sciences fall under this skill. You also know the methods of crime; extortion, identity theft, racketeering, disposal
of bodies and so on. Add the skill level to attribute rolls pertaining to such activities.
LANGUAGES: You know an additional number of languages equal to the skill level, and may be able to decipher ancient or obscure
languages on a successful AWA+Languages* roll.
LOCKS & TRAPS: With the proper tools, you can attempt to pick keyed locks and crack combination locks. Add the skill level to attribute
rolls pertaining to such activities. You also know how to set and disable complex traps and snares of different kinds. This skill can be used
for building, setting and defusing explosive devices.
OBSERVATION: You have the unusual ability to notice significant little clues (this relies on mental acuity, not senses). The skill level is
added to rolls pertaining to such activities.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another character’s general motivation
and state of mind with a successful AWA+Psychology vs. WIL roll.
SURVEILLANCE: You are capable of tailing others while remaining unseen and observing them at a distance, possibly using electronic
tools including wiretaps, directional microphones, hidden cameras, bugs, radar and direction-finding equipment. You can also design, install
and monitor this equipment. Add the skill level to attribute rolls pertaining to such activities.
UNDERWORLD: You are familiar with crime syndicates, terrorist groups, mercenary bands and other shady organizations. Add the skill
level when rolling to determine if you know something about such groups.
IMPERSONATION: You can “become” someone else by changing your appearance (with the proper materials), speech, accent and
manner. You can blend in almost anywhere by knowing the proper customs, manners and conversation. Viewers should roll AWA
+Observation vs. WIL+Impersonation to detect a fake.
POLITICS: You understand power structures and can identify the key individuals who wield influence, either overtly or behind the scenes.
you can establish yourself in these circles, trade information and begin to wield some influence yourself. Eventually, you become very
connected and often seem to “know the right people”, or someone who owes you a favor. When you need a favor, you can attempt a WIL
+Politics roll to get it.
TRICKERY: You use guile to gain an advantage in combat, and can perform the following maneuvers:
• Taunt: As an action, you can compel a foe to direct its next attack towards you with a successful WIL+Trickery vs. WIL+Focus roll. If the
trick is employed on a player character, the PC can choose to forego her next attack instead.
• Distraction: As an action, you cause a foe to suffer -3 on its next defense roll (regardless of who attacks it) with a successful WIL+Trickery
vs. AWA+Observation roll. After the first distraction attempt, the foe will be on its guard so subsequent distraction attempts are made at -2.