[19:36] <+IMG-Jason> Hi there! I’m Jason Lamey, the Chief Monkey at Infinite Monkeys Games, and author of the sci-fi RPG Stellar Chaos.
[19:37] <+IMG-Brett> I’m Brett Javier Asst. Chief Monkey at Infinite Monkeys Games and a contributor to the RPG Stellar Chaos.
[19:38] <+IMG-Jason> Stellar Chaos is a hard sci-fi RPG with some space opera splashed over it.
[19:40] <+IMG-Jason> The basic storyline involves Earth’s colony worlds banding together into nation states after all communications with Earth vanished. The play system is a proprietary system that we developed in-house, over approximately 20 years (on and off), that has its roots in reality-based gaming, flexibility of rules, and uses an open-ended game world storyline to give GMs and players creative control
[19:40] <+IMG-Jason> of their version of the universe.
[19:40] <+IMG-Jason> (done)
[19:40] <~Dan> Thanks, guys! The floor is open to questions!
[19:41] <+IMG-Jason> Yes, please. 🙂
[19:41] <+Geek2theRight> What is reality-based gaming?
[19:41] <~Dan> First, how do you keep Earth’s fate a secret within the setting?
[19:42] <~Dan> (Welcome to #rpgnet, VorpalCat!)
[19:42] <+VorpalCat> Heya 🙂
[19:42] <~Dan> (VorpalCat: Here for the Q&A? 🙂 )
[19:44] <+IMG-Brett> Geek2theright the rule set is based on real-world physics and possibilities such that character actions and equipment operate similar to how they would operate in real life with similar consequences. (done)
[19:44] <+VorpalCat> Yep, thought I’d lurk a bit, see what people are thinking, that sort of thing.
[19:44] <~Dan> (Cool. Well, the floor is open to questions, when/if you are so inclined. 🙂 )
[19:45] <+IMG-Brett> vorpalcat ask questions. I like questions. (done)
[19:45] <+IMG-Jason> Dan: Earth’s fate honestly isn’t officially revealed in the game manual, but the game manual does state that a canon story about Earth’s fate will be released in a source book. So, until that book is released, it’s kind of a big question mark for players. The main manual handles it by stating that all expeditions back to Earth have failed to return, offers a number of rumors that are floating
[19:45] <+IMG-Jason> about, and explains that most colonial governments consider Earth to be a Quarantined system.
[19:45] <+IMG-Jason> (done)
[19:46] <+IMG-Jason> Earth/Sol System is quarantined, to be more correct. (really done)
[19:47] <~Dan> Is there FTL travel?
[19:47] <~Dan> (Howdy, Will!)
[19:50] <~Dan> (Still there, guys? 🙂 )
[19:50] <+IMG-Jason> Dan: Yes, there is FTL travel. It’s handled in two ways: Photonic Drive, which is used in-system, to send a ship from one point in a solar system to another by converting it to an energy beam, and beaming between two gates; and Q-Drive, which dimension-hops to quasispace, where time operates differently, so ships travel at approximately 1LY/week. (done)
[19:50] <+IMG-Brett> Yes. Typing up a suitable answer
[19:50] <+IMG-Jason> Sorry, was typing slowly. 😛
[19:50] <~Dan> (Ah, sorry! 🙂 )
[19:51] <+GenoFoxx> so there are people with genemods?
[19:51] <+IMG-Jason> Define genemods for me?
[19:52] <+GenoFoxx> adapted to live on less than ideal conditions…
[19:52] <+GenoFoxx> four arms
[19:52] <+GenoFoxx> fur, gills…etc
[19:53] <+GenoFoxx> genetic modifications
[19:53] <+GenoFoxx> I saw on your video a lady with four arms
[19:53] <+GenoFoxx> cybernetics
[19:53] <+xyphoid> what’s the default thing that PCs do in this?
[19:53] <+IMG-Jason> Yes, to an extent. One of the game’s races are Artificial Humans, which were developed specifically as a labor force, most often in heavy industry and terraforming. There are 6 classes of AHs, each designed for different purposes.
[19:53] <+IMG-Jason> (done)
[19:53] <+xyphoid> (and who are the PCs?
[19:54] <+IMG-Brett> That is up to your game master and what they want to do with their story xyphoid.
[19:54] <+GenoFoxx> are there mecha?
[19:55] <+IMG-Brett> Of course there are Genofoxx
[19:55] <+IMG-Brett> 🙂
[19:55] <+IMG-Brett> (done)
[19:56] <~Dan> (btw, you guys don’t have to use “(done)” after every statement unless you just want to. It’s mainly to make it clear that you’ve concluded an extended response. 🙂 )
[19:56] <+IMG-Jason> Player Characters can be any of the three main races (Humans, Artificial Humans, and MASE). AHs and MASE have subraces, as well. There are approximately 100 occupations, as well, so characters can have a wide range of occupational skills. (done)
[19:56] <+IMG-Brett> There are a class that is playable called MASE (Mechanized Artificial Sentient Entity) that are robots themselves. There is also larger robots that can be piloted by humans Genofoxx
[19:56] <+IMG-Jason> ( Cool, Dan. )
[19:56] <+IMG-Brett> (ok, cool Dan)
[19:57] <+IMG-Jason> GenoFoxx: There are also powered armor, and giant robots (called SuperExos).
[19:57] <+GenoFoxx> are we talking BattleMechs (walking tanks) or are we talking Mobile Suits/Variable fighters (mecha that effectively move like people)
[19:58] <+IMG-Jason> xyphoid: To expand on IMG-Brett’s answer: Stellar Chaos adventures can range from small quests, to large-scaled campaigns, depending upon what a GM has in mind.
[19:58] <+GenoFoxx> (if said people weighed 50tons) 😛
[19:58] <+GenoFoxx> are there Xenos?
[19:59] <+IMG-Jason> GenoFoxx: Both, in a sense. SuperExos are in use in many different arenas, from construction, to search and rescue, to combat, etc. Have you ever seen Patlabor? They’re closer to what you’d see in that, than BattleTech.
[19:59] <~Dan> (Howdy, JoshTJordan!)
[20:00] <+IMG-Jason> There are no xenos at this time, but First Contact is a source book that is planned for the future. We wanted the base game to focus more on the colonies and what’s going on with the people there.
[20:01] <+JoshTJordan> Hello world.
[20:01] <+IMG-Jason> Greetings JoshTJordan.
[20:01] <+IMG-Jason> Any more questions about the game? 🙂
[20:01] <+GenoFoxx> How many colony worlds are there? is there a gazetteer?
[20:01] <~Dan> Brett, Jason, meet Josh, tomorrow’s Q&A guest. 🙂
[20:02] <+IMG-Jason> GenoFoxx: There are 46 official colony worlds. There are an unknown number of rogue colonies.
[20:02] <+GenoFoxx> hiya JoshTJordan
[20:02] <+IMG-Brett> Hi Joshtjordan !
[20:03] <+GenoFoxx> does FTL require a special mineral/mcguffin to operate?
[20:03] <~Dan> JoshTJordan: Tonight’s topic: (Link: https://www.kickstarter.com/projects/jasonlamey/stellar-chaostm-a-multi-faceted-scifi-tabletop-rpg?ref=nav_search)https://www.kickstarter.com/projects/jasonlamey/stellar-chaostm-a-multi-faceted-scifi-tabletop-rpg?ref=nav_search
[20:03] <+GenoFoxx> is there contragrav available?
[20:04] <+IMG-Jason> As far as a Gazetteer, a partial one will be available in the main manual, detailing the most important worlds, and listing other associated worlds.
[20:04] <+IMG-Jason> FTL does not rely on any unobtainium or anything like that. 🙂
[20:05] <+GenoFoxx> is there a bestiary?
[20:05] <~Dan> So there are no sapient xenos, but yeah, alien fauna?
[20:05] <+IMG-Jason> And, yes, there are antigrav/ground effect vehicles.
[20:05] <+GenoFoxx> don’t forget flora
[20:06] <+IMG-Jason> There’s a bestiary, yes, for the the main worlds that are detailed. Both flora and fauna.
[20:06] <+xyphoid> Current hard SF often runs into the issue of how infotech’s gone mad in real life compared to space travel, so you see a lot of games peeling back on the ubiqitous comms and processing – where do you go on that scale?
[20:06] <+xyphoid> like are PCs all constantly running information systems, or do you scale back on that
[20:07] <+Will> (mentats. 😉
[20:07] <~Dan> (Nah, doesn’t require breath fresheners.)
[20:07] <+GenoFoxx> *drum stinger
[20:08] * +IMG-Brett needs more stingers
[20:08] <+IMG-Jason> Newtonian physics. Comms over distance requires time. Inter-solar system communication is often handled by courier to reduce time. Intra-system comms is left to standard EM communications, since time-lag isn’t as great.
[20:08] <~Dan> (Welcome to #rpgnet, Guest03! You can set your name with the /nick command. 🙂 )
[20:08] <~Dan> (Or not.)
[20:08] <+IMG-Jason> LOL
[20:09] <+GenoFoxx> are the latest handweapons projectiles or directed energy or both?
[20:09] <+IMG-Jason> But, yeah, there are no HPGs or live, multi-lightyear distant comms in real time.
[20:11] <+IMG-Brett> Genofoxx , in the Stellar Chaos world there are both energy weapons and projectile weapons. Projectile weapons are still around because they are cheaper to manufacture and easier to operate. Directed energy weapons are available, but are generally more expensive and harder to obtain (end)
[20:12] <+GenoFoxx> so it’s railguns and vibroblades and not blasters and beamsabers?
[20:13] <+IMG-Jason> Projectile weapons remain rather ubiquitous. It’s proven tech, it’s lasted hundreds of years, and it’s cheap as hell.
[20:13] <+IMG-Jason> GenoFoxx: You’ve pretty much nailed it.
[20:13] <+IMG-Jason> Although, there are plasma and laser weapons.
[20:13] <~Dan> (Howdy, Chaz!)
[20:13] <+Chaz> Hi
[20:14] <~Dan> What are the standard starship weapons?
[20:14] <~Dan> (wb, Drew)
[20:14] <+Chaz> I dunno
[20:14] <+IMG-Jason> If you’d like to see a copy of the character sheet, I can post the link here.
[20:15] <~Dan> Sure!
[20:15] <+GenoFoxx> are there living starships?
[20:15] <+IMG-Jason> Dan: Standard ship weapons are mass drivers primarily, but high-power laser weapons are pretty prevalent, too.
[20:15] <+IMG-Jason> No living starships.
[20:16] <+IMG-Jason> (Link: https://mega.nz/#!nB8FEbaD!iKjS5KAZTh4yDCBUiwqaiu9moeBUfnvjmvVVL_qeOvg)https://mega.nz/#!nB8FEbaD!iKjS5KAZTh4yDCBUiwqaiu9moeBUfnvjmvVVL_qeOvg <– Character sheet.
[20:16] <+VorpalCat> Will there be any modules included in the initial setup for DMs who aren’t comfortable writing them up on their own?
[20:17] <+Will> Along those lines, any schema for ‘encounter/adventure design’?
[20:18] <+IMG-Jason> VorpalCat: There will be a basic adventure in the game manual, in the GM’s chapter. Beyond that, there will be canned adventure modules a GM can pick up. Some will be available for free from our site, the more involved/detailed ones will be available via retail.
[20:18] <+IMG-Jason> Will: Can you give me an example of what you mean?
[20:19] <+Will> Well, it’s massively flawed, but something like D&D 3e’s challenge rating stuff
[20:21] <+IMG-Jason> Will: In a way, yes. We have a difficulty scale that the GM can use in encounters, that affect the character’s rolls. It’s designed so that it can be applied whether it’s a combat encounter (character VS character), skill task, or an untrained skill roll.
[20:22] <+IMG-Jason> Essentially, what it does is apply a modifier based on difficulty of the task at hand.
[20:23] <+IMG-Jason> (done)
[20:23] <+xyphoid> what’s the basic adventure about?
[20:24] <+xyphoid> (i find it really hard to get into a game without some ‘here is a thing PCs do in this game’ stuff)
[20:24] <+IMG-Jason> The one included in manual?
[20:24] <+xyphoid> yeah
[20:26] <+IMG-Jason> It’s corporate espionage-based. Stealing data from a rival corporation’s system, but that system has been silo’ed, so it requires the PCs to gain physical access to the system.
[20:27] <~Dan> What’s the game’s core mechanic?
[20:28] <+xyphoid> are there economic/trade systems? (is space freightering even a thing in the setting?)
[20:28] <+IMG-Brett> I’ve actually played that as well xyphoid. It was super fun and me and the guys playing ended up having a hell of a laugh as well.
[20:28] <+IMG-Brett> (The starter game in the book, that is)
[20:29] <+IMG-Jason> Xyphoid: Yes, there are economic/trade systems. There’s even a black market. Space Freightering is most definitely a thing. 🙂
[20:30] <+IMG-Brett> Dan the games core mechanic is opposing dice rolls with a percentile dice system for task resolution and D6’s for damage.
[20:31] <+IMG-Brett> (And pirates. Can’t forget pirates Jason)
[20:31] <~Dan> Is it attribute + skill?
[20:31] <+IMG-Brett> Dan. It’s Skill + Percentile die roll.
[20:32] <~Dan> So it’s additive rather than roll-under?
[20:33] <+IMG-Brett> Yes. It is additive for rolls.
[20:33] <~Dan> What is the relationship between the attributes and the skills?
[20:33] <+IMG-Jason> Dan: In the case of opposed rolls, it’s result VS result. In task resolution, it’s result VS target number.
[20:34] <+IMG-Jason> Attributes can affect classes of skills, and as a result, can improve or reduce a skills effectiveness, or cost of learning/improving.
[20:36] <+IMG-Jason> For example…
[20:37] <+IMG-Jason> Say a character has an extremely high Appearance attribute. They would be a head-turner, and people would notice them more often. This makes certain types of social skills more effective (charming someone), but some espionage skills less effective (harder to blend into a crowd).
[20:39] <~Dan> How are attributes rated?
[20:39] <+IMG-Jason> 2-12, plus racial and other modifiers.
[20:40] <~Dan> How do you calculate the bonus they give skills?
[20:42] <+IMG-Jason> There are tables that determine any bonuses.
[20:42] <+IMG-Jason> For each attribute that is.
[20:42] <~Dan> Gotcha.
[20:42] <~Dan> How does combat work?
[20:42] <+IMG-Jason> So, a quick look-up on that, and you can note down how certain skill classes are affected.
[20:44] <+IMG-Jason> Combat is fairly straight-forward. An initiative roll determines who goes first. Characters have a set number of action points (based on Attributes), and a combat round cycles through each involved character, burning an action point each cycle, until no one has action points left. Then there’s a round resolution, where ill effects or character death occurs. Then a new round starts.
[20:45] <+IMG-Jason> (done)
[20:45] <+IMG-Jason> 🙂
[20:45] <~Dan> 🙂
[20:46] <~Dan> And you said that damage is rated in d6s?
[20:46] <+IMG-Jason> Yes. d6s are the primary dice used for damage.
[20:46] <+IMG-Jason> I think Brett is typing out an addition to my combat explanation. 😛
[20:47] <+GenoFoxx> so what’s the largest vessel that the PC’s are likely to run into that should have them quaking in their vacc-suits?
[20:47] <+IMG-Brett> The Flux system that I’ve helped Jason work on though covers way much more than just combat. I GM could run a game with next to little combat if they so chose.
[20:48] <+IMG-Brett> *A GM
[20:48] <+IMG-Brett> (Done)
[20:49] <+IMG-Jason> GenoFoxx: The largest vessels in the game would probably have to be colonial ships. However, the largest combat vessels in the game are dreadnoughts. Heavy batteries and defensive capabilities. But, slow as hell.
[20:50] <+GenoFoxx> Dreadnoughts?
[20:50] <~Dan> Are there fighters?
[20:50] <+GenoFoxx> so the colonial powers went on a military building spree since being cut off from earth?
[20:52] <+xyphoid> who do the dreadnoughts fight
[20:52] <+IMG-Brett> There are fighter type air craft, both atmospheric and space fighters are available to skilled pilots (or the daring person who steals one). And, Super Exo’s can be used in combat as well.
[20:52] <+IMG-Brett> (Done)
[20:52] <+xyphoid> also what kind of model do you use for space combat? that’s one of those things that every SF setting does differently
[20:52] <+IMG-Jason> GenoFoxx: Yep, Dreadnoughts. Not extremely common due to costs of building them, but they do exist, and most major militaries have them. There were some colonies that did go nuts with building up military when Earth vanished, but things have since calmed in the 40ish years since Earth’s blackout.
[20:53] <+GenoFoxx> look up in the black…it’s a dragon, it’s a comet …no it
[20:53] <+GenoFoxx> ‘s super-Exo
[20:53] <+IMG-Jason> LOL
[20:53] <+xyphoid> (space combat as naval warfare, space combat as dogfighting, space combat as submarines stalking each other, space combat as information system warfare, space combat as your ship AI popping up a notification saying ‘there was a battle, we won’)
[20:54] <+GenoFoxx> Yes Super-Exo strange visitor from another star system with powers and abilities far beyond those of mortal exos
[20:55] <+IMG-Brett> Geno, Super Exo Pilots are highly trained and highly skilled. You can be a Super Exo Pilot of a construction type Super though and never fire a weapon system. They’re all different but it takes a lot of skill to use them right.
[20:56] <+GenoFoxx> are they celebrities in their own right?
[20:56] <+IMG-Jason> Xyphoid: Newtonian physics-based, similar to naval warfare when dealing with large-classed ships. Smaller classed ships are operating on similar rules, just at a faster pace. There is also combat at relative speeds, where much of the combat is handled by targetting computers, which then notify of the results after a volley.
[20:56] <+GenoFoxx> ((if they survive))
[20:57] <+IMG-Brett> (No Genofoxx, they cant all be Gipsy Danger LOL)
[20:57] <+xyphoid> oh right so it’s all explicitly newtonian?
[20:57] <+IMG-Jason> Yep, pretty much.
[20:58] <+xyphoid> any other weird knockon effects of that apart from producing the FTL/combat style you want?
[20:58] <+IMG-Jason> Not sure what you mean by “weird knockon effects”.
[21:00] <+GenoFoxx> are there forcefields or it just armor for defense?
[21:01] <+IMG-Jason> Both are available. Armor is more common.
[21:02] <+IMG-Brett> Also, Genofoxx, (thanks to Jason) is about the size of a Super Exo. This is from the anime Patlabor though.
[21:02] <~Dan> What are some of the space opera aspects of the game?
[21:04] <+GenoFoxx> isn’t that from the live action Patlabor movie
[21:04] <+Will> That’s… what Brett just said
[21:04] <+IMG-Brett> Don’t know if it’s a demonstration piece or from the live action movie. I’ve only seen the Anime and Jason hasn’t seen it either.
[21:05] <+GenoFoxx> so they don’t tower over skyscrapers
[21:05] <&Silverlion> I’ve seen multiple Patlabors. Smaller than Robotech and Gundam, but still big.
[21:05] <+IMG-Jason> Dan: Space ship crew adventures and the like. One of the things we’re doing with our modules is creating a Chronicles line of modules, wherein the PC group is maintained from one module to the next, almost like TV episodes.
[21:06] <+IMG-Jason> Silverlion: Yes. Exactly. And far more plausible.
[21:06] <+Will> Oooh. Duh, sorry, Geno
[21:06] <+IMG-Brett> We want the physics to make sense yet still be fun.
[21:07] <+IMG-Jason> And, yeah, they don’t tower over skyscrapers.
[21:07] <&Silverlion> I’d consider VOTOMS/Heavy Gear size a bit more plausible, but someday, I’ll get my game of big mecha (corvette class starships) done..
[21:07] <~Dan> I’m assuming that there aren’t psionics in the setting?
[21:08] <+IMG-Jason> VOTOMs/Heavy Gear is very much more plausible than Patlabor, definitely. But, we wanted a bit more “punch” out of our mecha.
[21:09] <&Silverlion> Understood. 😀
[21:09] <&Silverlion> Fun size though 😀
[21:09] <+IMG-Jason> Yes! 😀
[21:09] <+GenoFoxx> Rocketo-PUNCH!!!!
[21:09] <+IMG-Jason> Haha!
[21:10] <+GenoFoxx> Oh wait wrong style
[21:10] <+IMG-Brett> There are psionics Dan as a class 6 Artificial Human and Mutated Humans can use it. The difference being that a Class Six AH (Artificial Human) has more control over their powers but they, as a species, are outlawed and banned where as a Mutated Human aren’t outlawed and hunted down.
[21:10] <+IMG-Brett> (done)
[21:11] <&Silverlion> Sigh. Psi’s always getting a bad rap.
[21:11] <~Dan> Oh? Interesting. How powerful are psionics?
[21:11] <~Dan> Silverlion sighs about psi’s.
[21:11] <+GenoFoxx> what mutants that aren’t hated and feared by the the people they protect? what spore of madness is this?
[21:11] <+IMG-Jason> Okay, let me respond to Silverlion, and answer Dan.
[21:11] * +Will has psi sais
[21:13] <+IMG-Brett> A Mutated Human I’d like to add does not have as much control over their psionic power as does a Artificial Human.
[21:13] <+IMG-Jason> Class 6 AHs are outlawed in most colonies because during the AH uprisings, they became a major powerhouse. Once the uprisings were beaten down, Class 6s were outlawed in many colonies, and active “recalls” of them were initiated, which resulted in mass lynchings.
[21:14] * &Silverlion feels terrible for the por C6es.
[21:14] <&Silverlion> poor*
[21:14] <+GenoFoxx> so they hide their powers in order to blend in
[21:14] <+IMG-Jason> As far as how powerful they are… it depends upon what they’re trying to do. Tangible powers are more costly, where as illusory powers are easier to learn and pull off without detection.
[21:15] <+IMG-Jason> GenoFoxx: Yes!
[21:15] <+GenoFoxx> are there mixed childeren?
[21:16] <+IMG-Jason> All manufactured AHs have a serial number genetically embedded, so they can be identified easily. There are rogue AHs, born to AH parents, who do not have such markers.
[21:16] <~Dan> What mutations are there aside from psionics, and what is the source of mutations?
[21:16] <+GenoFoxx> Billy about your abilities, your mother is a C6 and I loved her very much
[21:16] <+IMG-Jason> Naturally birthed AHs are *supposed* to report to authorities for genetic marking, but many do not.
[21:17] <+GenoFoxx> Down with the registration act
[21:17] <+GenoFoxx> Registration is Racism
[21:18] <+GenoFoxx> well no need to ask if there are hate groups
[21:18] <&Silverlion> So going to Professor X that up…
[21:19] <+IMG-Jason> Dan: At this time, the only mutation is psionics. All human characters (at the time of creation) have a 5% chance of being a mutant. If they are a mutant, the character has to discover the nature of their power, and what triggers it, before they can make use of it as a skill. Other mutations are being considered for later expansions.
[21:20] <~Dan> Gotcha.
[21:20] <~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:20] <+IMG-Jason> GenoFoxx: Oh yes, there are hate groups. There are promenant anti-AH groups, several anti-technology groups (which means MASE get lumped into that), and then there are politically motivated hate groups.
[21:21] <+GenoFoxx> is just me or does anyone else have the 90’s X-men theme running in their heads right now
[21:21] <+IMG-Jason> Haha!
[21:21] <+IMG-Jason> Dan: Brett is typing up something.
[21:22] * +Will grins to GenoFoxx
[21:22] <+IMG-Brett> Sure! I’d like to point out that the Flux system is very adjustable in that a GM can make the system as close to real life as possible withing the rules or make the game super fast paced. That’s why I joined on with Jason some 8-9 years ago. I was playing D&D and D20 Modern and wanted more out of it. I started talking to him and he showed me the system he
[21:22] <~Dan> While Brett is typing, I’ll just remind folks that my tip jar is at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ for those so inclined. 🙂
[21:22] <+IMG-Brett> (1/2)
[21:23] <+IMG-Brett> was working on and I loved that I could make his system so basic I could run it almost with small kids or take it up full throttle and run it with hard core Science Fiction types who wanted a “real” game.
[21:24] <~Dan> Very cool. 🙂
[21:24] <~Dan> Thanks very much for joining us this evening, guys!
[21:24] <~Dan> And thanks to all you folks for making this a lively discussion!
[21:24] <+IMG-Jason> Thanks a lot! This has been a tonne of fun!
[21:24] <+IMG-Brett> I had fun.
[21:24] <+GenoFoxx> How many nations are there?
[21:24] <+IMG-Brett> but I love questions.
[21:25] <~Dan> No need for you guys to run off, by the way. You’re always welcome to hang out with us. 🙂
[21:25] <~Dan> If you’ll give me just a minu