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Tablespess Spotlight #6: Turn Order - 11/20/22

We’ve talked about all the different things you can do on your turn. Now it’s high time we talk about how those turns are ordered. In general, things are set so players and enemies have turns right after each other. If we have two players and two enemies the turn order would look something like this:

  • Player 1
  • Enemy 1
  • Player 2
  • Enemy 2

But what happens if there aren’t an equal number of players and enemies? That depends on how strong the enemies are. Weak enemies only have 1 turn per round and will simply drop out of the turn order when defeated. Let’s say both enemies are generic mooks, such as small drones or low-ranking henchmen, and Enemy 2 is defeated. The turn order would now look like this:

  • Player 1
  • Enemy 1
  • Player 2

However, if Enemy 1 was a stronger enemy or a boss enemy, it would take over Enemy 2’s position in the turn order like so:

  • Player 1
  • Enemy 1
  • Player 2
  • Enemy 1

It’s up to the GM to determine how many turns an enemy should get. Players only get one turn per round. In other instances where players or enemies outnumber each other you’ll probably just have to have successive player/enemy turns.

But how do you decide the specific order? Who should go first? That depends on how the GM wants to run things. I personally declare the turns in the first round based on what I think would make sense. The people who instigated the fight go first, followed by those who were further out, etc. That turn order in the first round is then kept for the rest of the encounter. You’re free to run things differently, like rolling for turn order, etc.

Waiting, as can be seen in the Reference Card in Spotlight #4, lets you change your turn order in the next round. You can break the player -> enemy -> (repeat) turn setup using it. Let’s say the turn order start out like this:

  • Player 1
  • Enemy 1
  • Player 2
  • Enemy 2

At the end of his turn, Player 1 decides to Wait so that he goes after Player 2. After everyone else in the round goes, the new turn order becomes:

  • Enemy 1
  • Player 2
  • Player 1
  • Enemy 2

Now that both players are closer in the turn order, they could decide to perform some kind of combo move without having an enemy turn between theirs. Depending on how you want to rule things, you could also let characters combine their turns by Waiting.

-Goblin Commander

Tablespess Spotlight #5: Healing & Durability - 11/6/22

Welcome back to another Tablespess Spotlight! Today we’ll be talking about everything to do with healing and item durabilities. We’ll start with healing. The most common ways to restore your HP are via items (Loadout/Consumable Misc.) and via Resting. Healing items are used in combat the same way any other Loadout or Misc. items are (See previous post for more details). However, if the HP you are about to restore would bring you above your maximum HP, you get to keep that excess as Overheal. However, as soon as it’s your turn again Overheal vanishes. You may want to play with your turn order to buff someone who goes right after you. See the previous post about Waiting for more info on that. If Mr. Example is at 24/28 HP and is healed for 8 HP, he now has 32/28 HP, wth 4 hit points as Overheal. On his next turn, the Overheal goes away, so he’ll be left with 28/28 HP.

Restoring HP via resting is dependent on how many hours of rest your character is able to get. Getting a full 8 hours of rest restores you to 100% HP and SP. Getting less than 8 hours of rest restores you up to a fraction of that. Let’s say Mr. Example has 8/28 HP, 10/15 SP, and gets 4 hours of rest. His HP and SP will be restored up to 50% of their maximum values. Half of 28 is 14 and half of 15 is 7.5 (rounded up to 8). Mr. Example’s HP goes up to 14, but since he has more than 8 SP, it stays where it is.

Now on to Durability. As described in the previous post, you can choose to defend with a Loadout item at the end of your turn. That item will take damage for you (in most cases). You’re also able to target any Loadout item an enemy has. Hitting a Loadout item will disable it (shields take two hits before being disabled) and deal damage to its Durability. When an item is disabled, you won’t be able to use it on your next turn to attack/defend. Of course, when an item’s Durability hits 0 it breaks. You can increase an item’s Durability by reinforcing it with materials. The item’s Element changes depending on what you used to reinforce it and the amount of Durability it gains depends on the quality of the materials used and how well you do on your reinforcing roll (described in the table below) which you do using the roll chart shown in previous posts. You can only reinforce items outside of combat. If you want to change an item’s Element during combat, you can use Weapon Attachments (as described before).

Roll Result
Red Restore minimum amount of Durability
Yellow Disadvantage on Durability Roll
Green Roll Durability normally
Blue Advantage on Durability Roll

Material Quality Durability Added
Scrap 1d4
Reclaimed 2d6
Refined 3d8

For example, Mr. Example wants to reinforce a Baton (Force) with some Reclaimed Wire (Electric) and he gets a Green on his roll to do so. The Baton now becomes Electric and gains 2d6 plus Mr. Example’s SPEC (remember, you can use any stat if you can justify it) Durability.

-Goblin Commander

This installment of Mr. Example’s Escapades is brought to you by Goblin Horde Keeper.

Mr. Fish holstered his fake-gun with a dramatic spin and sat down on a dilapidated chair. Even through the murk of his suit it was obvious his eyes were a bit baggier than usual.

“Smoothing out your activities took a bit longer than usual.” said Mr. Fish.

“I take it it went well?”

“Oh yes, went swimmingly.”

“Then why are you here?”

“Boss man told me to keep you out of trouble for a little while. Shame too, I would kill for some trouble right now.”

Mr. Example looked around, the laundromat still empty as a scuttled ship.

“So uh, where’d everyone go?”

“Since you were arriving we let out word that the laundromats were in for maintenance. Well, that and we faked an Anthrax attack,” said Mr. Fish, twirling a combat knife around absent-mindedly.


“FAKED, keyword,” said Mr. Fish, with an odd glint in his eye.

Mr. Example knew what that meant.

“So you’re telling me you faked a biohazard attack? You know how irresponsible that is? What if we get discovered?”

“Oh it was just a bit of fun! Relax. Besides, it was in a different part of the station entirely.”

Mr. Fish took out a flask of some orange colored liquid. He ejected a tray on his suit and poured it in.

“You know you really gotta lighten up man. I seem to be the only guy ever having fun with these jobs!”

Mr. Example facepalmed. The orange fluid spread throughout Mr. Fish’s suit. The bagginess of his eyes seemed to dissipate just a little.

“Well, I’m going to go take a nap Mr. Fish. I’ve had a long day,” said Mr. Example.

“Here take this.” Mr. Fished tossed Mr. Example his flask. “Should help you get some rest, or at the very least help the bruises hurt a bit less.”

“Thanks.” Mr. Example took a swig, turned towards one of the back doors, and opened it. A large alabaster mutant-tortoise-like creature was in the back, biting into what looked like a large vehicle battery. The battery in shambles, leaking a bit of acid around.

“Oh, and don’t worry about Derick! He’s tame. Bites though!” Mr. Fish shouted from a distance.

“Well, at least I’ll be able to salvage the battery for some scrap,” thought Mr. Example.

Tablespess Spotlight #4: The Reference Card - 10/23/22

Welcome back to another Tablespess Spotlight! Sorry we skipped a week, got caught up with some other things over the past weekend and forgot to write up a post. In today’s spotlight we’ll be covering the Reference Card, which is like a cheat sheet for what you can do on your turn during combat. Some of these things either should be pretty self-explanatory or have been covered in previous posts, so we’ll only be focusing on a few mechanics mentioned here. We’re still playtesting a lot of this content so it may be subject to change later. If you’re interested in playtesting, let us know either via email or by leaving a comment on the website’s Neocities profile.

Reference Card

On the top of the Reference Card are all the different parts of a character’s turn. You’ve got an Action, a Bonus Action, Reactions, your End of Turn action, and Passives. On Skills these are shortened to A/B/P/E/R for Action/Bonus Action/Passive/End of Turn/Reaction, respectively. Everything but Reactions are done on your turn, while Reactions are done on other characters’ turns. You only get one Action/Bonus Action/End of Turn per turn, so use them wisely. You’re able to perform multiple unique Passives per turn. So for instance you could use a Passive skill and then try to distract an enemy, but you wouldn’t be able to use that skill or try to distract an enemy again until your next turn.

We’ll start by going over a few of the specific things you can do. Grapples in Tablespess are treated like another means of attacking an opponent. You roll a contested STR (or other stat if you can justify it to your GM) in order to grab your target in the first place. After that, you’re able to do one thing to your now-grabbed target. That could involve slamming it into the ground, putting it into a chokehold, etc. Of course, on the opponent’s turn, it can attempt to break free. You may have to perform additional contested checks if you try walking around while grappling something, etc. Depends on how your GM wants to rule it. At the end of your turn, you could even use a grappled enemy as a defending item, but more on that later.

Preparing an Action lets you set up a conditional statement that lets you perform an Action as soon as that condition is met. So for example let’s say you and your party are fighting some monsters in a dungeon and you’re standing in front of an unlocked door. You prepare to attack anything that might come through the door. So from now until your next turn you will automatically go for an attack against the first thing that enters through that door.

Some weapons have extra abilities you can activate by spending Ammo or SP. This includes things like spending fuel to rev up a chainsaw, or spending SP to attempt to wrench an item out of an enemy’s Loadout using a crowbar.

Distracting lets you bring a little bit more roleplaying into combat. You can do whatever you’d like to try and mess with your target. This could involve simply talking to your target, or even doing something funny with your items. Of course, if you’ve already performed an Action you wouldn’t be able to, for instance, shoot a lamp to try and distract someone. There are different levels an enemy can be distracted at, which are listed on the Reference Card.

When you choose something to defend with, you can use things in the environment like tables and chairs. Of course, you might not be able to defend with some things perfectly depending on where an attack is coming from.

Dodging lets you perform a contested roll (of your choice, but usually AGL) against enemies’ attack rolls. If you get a larger number, you’re able to avoid the attack.

Parrying is similar to Dodging, except you perform your own attack roll against the enemy that’s trying to hit you. If you manage to hit, you deal Durability damage to your opponent’s weapon. Of course, your weapon still takes Durability damage. If you miss, you take damage yourself, instead of your weapon. Parrying only really works/makes sense with melee combat but if your GM allows it, you could do whatever.

When an opponent is Stunned, any ally can use it as an opportunity to do something to that opponent. Even if you’re the one who Stunned an enemy, you could have an ally perform a follow-up attack instead.

Distances are all approximate as a GM may want to rule slightly different distances for different items/characters. Even if melee range is technically around 1 - 2 Hexes, you might not want to let daggers reach 2 Hexes.

-Goblin Commander

This installment of Mr. Example’s Escapades is brought to you by Goblin Horde Keeper & Goblin Commander.

The skin of the laundromat of BVC-015-02 was a pristine thing. Shining walls, spotless machines, odorless water and rustless piping. Yet in the gristle and sinew there was something even more special. Computers, Communication arrays, and a veritable rat's nest of wires tapping every communication line in the station.

Nothing went into or out of the station without being recorded. Mr. Example walked into the apparatus, it was empty. Too empty. Example looked around, the chrome hallways were empty too. What was this? A hit? Mr. Example stood vigilant and ducked behind a washing machine, watching for any movement.

Suddenly Mr. Example felt something cold and metallic press up against the back of his head. A familiar, fishy voice chimed in.

"Losing your edge eh?"

Mr. Example snorted and turned around. A small creature in a water filled suit pointed a pistol at Mr. Example's face. A click. Mr. Example tensed. A tiny pole with a flag with *BANG* on it emerged. Mr. Example smiled. There was Mr. Fish at it again.

Tablespess Spotlight #3: Character Sheets Pt. 3 - 10/2/22

Welcome back to the Tablespess Spotlight! Today we’ll be finishing up our overview of the character sheet with Mr. Example. Below you can see his Skill Tree. In Tablespess, each character has a Skill Tree made of various Skill Branches that you choose during character creation. You get four Main Branches and two Extra Branches. As you can see from Mr. Example’s Skill Tree, Skill Branches can cover all manner of different powers, occupations, etc. We’ll have a full list of all the currently planned Branches after the story part of this post.

Main Branches each have eleven Skill Boxes while Extra Branches only have six. Each Skill Box costs 1 XP to buy, which you can do so by clicking on the checkbox in the upper-left corner of each Box. You can’t buy a Skill Box that’s grayed out, but buying one will unlock the one directly below it for purchase. With Mr. Example, we’ve given him seven XP to spend on Skills, which you can see below. These Skills may be subject to change later.

Mr. Example's Skill Tree

The letters and numbers on the left side of a Skill Box indicate when/how you can use a Skill and how many SP it costs to use. A indicates an Action, B a Bonus Action, R a Reaction, and P a Passive. We’ll go over what those mean in further detail in a future post. A ∅ means it doesn’t cost anything to use that Skill.

Some Skill Branches use a Meter. Meters are extra pools of points that you can build up and then spend to use Skills (sometimes in addition to SP). Branches with a Meter each have a unique way to build their respective Meters. Below we have a snippet from the Movie Monster Branch. As you can see in Scare Tactics, you’ll earn points for your Screams Meter by scaring people. You can then use these Screams to use Skills like Environmental Storytelling.

Snippet from Movie Monster

If you have over 25 points in a Meter, you’ll take Overflow damage equal to the number that appears above it at the start of every turn in combat. Overflow damage doesn’t get applied outside of combat. Meter Overflow’s damage element is specified in the same Skill Box that describes how you build Meter. Movie Monster’s Meter Overflow deals Sonic damage, for example. You do have the option to perform a Meter Burn on your turn to get rid of all your Meter points as a Passive. Crypto Trader is an exception to this and doesn’t deal Overflow damage with its Meter and doesn’t let you Meter Burn.

-Goblin Commander

This installment of Mr. Example’s Escapades is brought to you by Goblin Horde Keeper & Goblin Commander.

“Why did I get up this morning?” Mr. Example thought. Then he remembered. His supervisor had told him there was going to be a mission about getting pastries. Something about illegal genetic experimentation as well. He didn’t pay attention to that part. This mission was top-secret, and required Mr. Example use one of his aliases, Dr. Presentation. Of course, Mr. Example didn’t have a doctorate yet. He was waiting for it to arrive in the mail. And of course, Dr. Presentation’s identity got mixed up with a local mob boss’s, which sent him on this wild goose chase across several stolen space ships. He had to shake the fuzz off his tail somehow, but he couldn’t risk letting anyone else know about his status as an agent, and more importantly, the mission.

A sudden ringing burst through his helmet.

"Agent EX do you read?"

Mr. Example haphazardly punched in a PIN on the side of his helmet.

"Loud and clear, Mr. Control! All pastries are accounted for, save for Man-Munching Mint."

Mr. Control sighed.

"Mr. EX what is the status of the compromised item and what is your status?"

"Half past BVC-015. Had a run in with the local enforcers. Unfortunately it resulted in several fatalities. I still have some ships on my six."

"Was the mission discovered?"

"No sir."

"...and Man-Munching Mint?"

"It, uh, acquired a taste for the other muffins so… I had to put it down."

"That’s just great. Are its requisite materials still in your possession, Mr. EX?”

"Yes sir. Frosting and all."

Mr. Example could hear Mr. Control scribble something onto paper.

"We will send Mr. Fish, to smooth out your… transgressions. For better or worse Mr. EX, please refrain from causing such… incidents in the future. Continue to the rendezvous point. Over and ou-"

“Wait! Before you go Mr. Control, you were gonna pay me in crypto for his mission, right?”

“Oh, yes, I did say that, didn't I. Yes, you will receive compensation for this job through… what did you want it in again?”

“Darksun! Mr. Fish bet I couldn’t double my paycheck on it.”

“Are you absolutely sure about this?”

“Three hundred percent!”

“...if you say so. I should mention, we may have to dock your pay based on the damages you caused. I hope for your sake that your… investment pays off. Over and out.”

Here's the list of all the currently planned Skill Branches:

Skill Branch List

Tablespess Spotlight #2: Character Sheets Pt. 2 - 9/18/22

Welcome back to another Tablespess spotlight! Today we’ll continue our overview of character sheets with our good friend Mr. Example. Below we’ve got a screenshot of Mr. Example’s Info tab from his character sheet. The Info page has basic background info for your character, your character’s Proficiencies, and the languages your character knows. The first and last things should be pretty self-explanatory so we’re just going to focus on Proficiencies.

Mr. Example's Info Tab

In Tablespess, Proficiencies are stats you use for various skills, knowledge, etc. Proficiencies do not have to relate to your character’s stats. You simply pick a value from -1 to 5 depending on how well you think your character should perform at that skill. You’re able to freely add Proficiencies to your sheet as you need them.

When you roll for a Proficiency, you roll a d20, take that number, and reference it on the roll chart based on the stat you have for that Proficiency. The color you get determines how well you did at that thing, generally. Red is a failure, Yellow is barely making it, Green is a success, and Blue is a great success.

For example, let’s say Mr. Example needs to see where some tax collectors have gone while he’s hiding from them. Mr. Example has to roll for Perception, and we’ll say he got a 10. On the roll chart, getting a 10 with a 2 in Perception gets him a Yellow. With this result, Mr. Example is barely able to recognize the uniform of a tax man from the corner of his eye.

-Goblin Commander

As an added bonus, we've got some story content written by our Goblin Horde Keeper for Mr. Example:

The evil pastries Mr. Example had locked up in his cargo bay were beginning to become a problem. Not because they were hazardous to eat, oh no. Mr. Example had a gut tougher than steel. Rivaled only by his mettle. No, the real issue was that stupid cop had a Tax Collector with him for SOME reason. Unpaid unrealized pastry gains tax was going to ruin him, after all, Tax Collectors can smell unpaid taxes from miles away. Like roaches they were. Cropping up the second you look away, only to ruin everything you own once they infest them.

There were worse places to be compared to orbiting the star BVC-015. The radiation was nasty, but hey, at least it was warm. Mr. Example popped open a hidden compartment in the cockpit of his ship. Inside was a shotgun, a shield, and a spare space helmet. Digging through, Mr. Example found the real treasure. An unused water bottle.

The carnivorous pastries were a wild bunch. This was what, the fourth cop they had eaten? It was hard to tell anymore. Mr. Example definitely thought they were a lot less appetizing since the first time he laid eyes upon them. Better to take one's chances on another ship than risk imminent death from pastries that ate sentients and were perpetually on fire. That "Made in hell" packaging desperately needed some warnings. Still, finding another ship was going to be difficult on account of this one being stolen. Who's going to want to trade for a ship with hostile cargo? Not to mention the system wide manhunt making legal passage a difficult prospect. Should've just stayed asleep today. Then none of this would've happened!

Tablespess Spotlight #1: Character Sheets Pt. 1 - 9/4/22

Welcome to the first Tablespess Spotlight! In this edition of our biweekly Goblin Base update post we’ll start going over the character sheet, with the help of Mr. Example, an example character we’ve made. You can see a screenshot of Mr. Example’s character sheet below. Click on it to get a closer view. There are a lot more lines of inventory space for Misc. Items not visible in this image along with additional pages we’ll discuss later.

By default, Tablespess is built to work with the Spess setting. We may mention campaigns being run in other settings, using modified versions of Tablespess’s sheets, etc. We plan on releasing additional content later down the line for the game to work better in other settings, but we’ll get into that later on. With all of these posts we’ll be assuming you have at least some basic TTRPG knowledge. The game comes packaged with a whole bunch of mechanics and rules, but you don’t have to use them if you don’t want to. Conversely, you could add more rules/mechanics depending on what you’re trying to do. Of course this is something you would decide as the GM with your players’ input.

Mr. Example's Character Sheet

Getting back on track here, we’ll start at the top of the sheet with Mr. Example’s stats and basic character info. All stats have Modifiers that you use to change their values. There are different Modifiers for different use cases as can be seen in the screencap. Depending on how you’re running your game you may wish to change the names of the Modifiers. In one campaign, a GM replaced Temporary Modifiers with Species Modifiers for his setting.

HP in Tablespess is based on your character’s Armor. Some items have the ability to temporarily reduce your target’s Armor (and by extension HP). Reach 0 HP and you’ll be knocked out. You can be given Overheal in Tablespess, but we’ll cover that alongside healing items in a future post. We have a different system in place that handles fatal damage (Wound Damage) that we’ll go over later in this post. Moving on, we have SP (Skill Points), a resource you can spend to use Skills/Abilities and certain items. Your SP will increase as you gain XP and as your Special stat increases.

The rest of the stats listed here should be familiar to anyone who’s played some kind of RPG before. Special we use as a catch-all for things not covered by the other stats. Movement is in Hexes (each Hex is ~5 ft) and increases with your AGL (Agility).

Mr. Example is a Guyanite (elemental bio-mechanical aliens that look like action figures) with three elements. He’s a Demonstration Man by trade, but has been swept up into an adventure by circumstances beyond his control. The various playable species in Tablespess each get four Character Abilities. The sheet has support for up to 6 abilities, which is there for use in Table Lite, a version of Tablespess without Skill Trees. Be on the lookout for Table Knight, a wacky fantasy ruleset for Table Lite, in the future. In Table Knight, each Knight starts with one Character Ability and can gain more over the course of an adventure.

These Character Abilities give Mr. Example three integrated tools, an action feature (that makes him better at something related to what it is), the ability to harmlessly attach/detach his limbs, and an action figure gimmick. The Tools/Action Feature/Gimmick are marked in the unused ability space. We’ll go over what the numbers/symbols next to the abilities mean in a later post.

Mr. Example has some Effectivenesses. This is an optional feature you can add to your character. For every Immunity you get, you must add two Weaknesses and for every Resistance you add you must add one Weakness. Even if you’re immune to something, you can still be hurt by that thing through Wound Damage. Effectivenesses can be Elemental or more abstract. You can use them to turn character traits into more codified parts of the game’s mechanics. Mr. Example has a Weakness to Pastries, for instance. He’s got a bit of a sweet tooth, so he might be distracted if someone has a slice of cake out in the battlefield.

His Stat Pool and XP are currently at 0, which is what it should be at for a newly made character. We’ll cover what these do when we talk about character progression in the future. Mr. Example currently has 2 Wound Damage, which he got when he tripped and fell into the cargo hold of a Divespace Freighter and broke his leg. Wound damage is the threshold of fatal damage your character can take before it dies. Your Wound threshold is half of your max HP. You can get Wounds from various sources, which you mark down in the corresponding spot on the character sheet.

Depending on how much Wound damage you’ve taken from a source, you will have to play your character differently. Since Mr. Example’s leg is broken, he’ll have to limp around on crutches for a while. You can mitigate how much your Wounds are affecting your character by Patching them up, but this does not reduce the Wound Damage you’ve taken. You’ll need to receive proper medical attention, a lot of rest, etc. in order to properly recover. The way your Wounds affect your character are created by the GM. We’ll have a list of example Wounds/Effects in the GM’s Handbook.

Mr. Example has some cash on him, but his bank account got frozen so he isn’t able to access the ATM right now. Dosh is the main currency of Spess, but you can change the currencies used there depending on your setting. He’s also got several different types of Ammo. The various items in Tablespess specify what kind of ammunition they take, but you may wish to ignore that and use a simpler, universal ammo system so you don’t have to keep track of as many things.

Next we move onto the Loadout and Inventory. In Tablespess, your Loadout has the Weapons, Armor, and Accessory you currently have equipped. You’re able to swap items from your Inventory and Loadout freely during combat on your turn. You have limited dedicated Inventory slots for your Loadout items and can use the checkboxes to the left to equip/unequip them. Accessories serve as additional abilities in item form and include things like watches, masks, and boots. Weapons have Durability and can be targeted by Enemies so pay attention to what you have out. We’ll explain more about Durability when we talk about combat in a future post.

Many Loadout items have Special Effects, and those effects can be further modified using Weapon Attachments. Weapon Attachments replace the Element and Special Effects of the items they’re equipped to. Elemental Gems are the exception to that rule in that they only modify the equipped weapon’s Element. Much like with Loadout items, you use the checkboxes to the right of the Weapon Attachments to equip them.

Lastly, we get to Mr. Example’s Misc. Items. Currently he only has a water bottle and a couple of Scrolls. Scrolls are single-use magic items that have a wide variety of effects. Other limited-use items like Grenades and any other random junk you might find on your adventures are also housed in this part of your Inventory. Join us again in another couple weeks for the next Tablespess Spotlight!

-Goblin Commander

Goblin Base Progress Update - What Are We Working On? - 8/21/22

It's been quite some time since the last update to the Goblin website. We've been largely busy with real-world things as Goblin Base is a side gig for all of us. We have been making some progress on the projects listed on the site, albeit slowly. We have organized our progress better, with proper checklists and orders of operations. Currently, we plan on completing and releasing a public version of the Spess World Bibble before we finish/release our other major projects. We won't have any concrete release dates, but stay tuned for more progress highlights.

The old Tablespess progress highlight we had here before was pretty outdated so it's been removed. We will be reposting all the information it had and more, but in smaller, bite-sized posts every other week. If there is any particular project you would like to see more of, feel free to send us an email. Contact information is in About. We've also published our current list of Members/Associates as well as some of our company policies on the About page.

-Goblin Commander