TEXT: UNOFFICIAL POWERS 
   
  Table of Contents
  Minor Arcana 
     Air Manipulation 
     Alter 
     Arcane Mark 
     Blessing 
     Clean 
     Cold Manipulation 
     Conceal Arcana 
     Distract 
     Drowse 
     Earth Manipulation 
     Embarrass 
     Fire Manipulation 
     Groom 
     Guidance 
     Helper 
     Life 
     Light 
     Message 
     Pyrotechnics 
     Repair 
     Sense 
     Sound 
     Speak Language 
     Swarm 
     Trick 
     Water Manipulation 
     Wound 
   
  Novice Powers 
     Chameleon 
     Change Size 
     Charm 
     Empathic Blast 
     Empathic Push 
     Empathy 
     Energy Reflection 
     Harmful Touch 
     Illusion 
     Mind Link 
     New Sense 
        Chemical Sense 
        Life Force Sense 
        Motion Sense 
     Repel 
     Slow 
     Spikes 
   
  Seasoned Powers 
     Divination 
     Energy Negation 
     Phase Shift 
     Power Drain 
     Telepathy 
   
  Veteran Powers 
     Greater Illusion 
        Bigger Illusions 
        Programmed Illusions 
     Paralyze 
  Minor Arcana 
  Minor Arcana are minor supernatural effects that Arcane Background characters learn from their initial training or along their travels. Arcane 
  Background characters get a number of Minor Arcana equal to half their Smarts die + the number of powers they start with. Certain Arcane 
  Backgrounds may not have access to these (Weird Science, Super Powers), GM’s option. 
  All Minor Arcana have the following standard rules: 
  Rank: Novice 
  Power Points: 1 
   
  Air Manipulation 
  Range: Smarts 
  Duration: Instant 
  Trappings: elemental, spirit, a few simple gestures 
  Can do the following: 
   
  Remove surface moisture from an object or from a small burst template area. 
   
  +1 to a “smoke inhalation” Fatigue roll. 
   
  Blow a small air current. 
   
  Alter 
  Range: Smarts 
  Duration: 1 (1/round) 
  Trappings: morph, change, mind alter 
  Change a non-living object (hand held-sized or smaller) into something else, though, it will not change its size or volume. Thus, a piece of 
  parchment may be altered to a colored square of cloth or a sword may be made a simple walking stick. 
   
  Arcane Mark 
  Range: Touch 
  Duration: Permanent 
  Trappings: mystical tattoos, invisible sigils, arcane runes 
  Create an arcane mark can be visible or invisible. Casting Detect Arcana will reveal a concealed arcane mark, while Dispel Arcana will 
  permanently remove it. 
  
  Blessing 
  Range: Smarts 
  Duration: 10 minutes 
  Trappings: prayer, bless an item 
  Give +1 to a skill check once during the duration. 
   
  Clean 
  Range: Smarts or Touch 
  Duration: Instant 
  Trappings: unseen servant, magic cleaning tools, floating hands 
  Remove heavy soil, dirt, rust, tarnish and bring luster back to a touched material from a floor, a wall, dishes, windows in a room, a pair of 
  boots, a piece of furniture, or a suit of leather armor, may be affected. 
   
  Cold Manipulation 
  Range: Smarts 
  Duration: Instant 
  Trappings: elemental, spirit, a few simple gestures 
  Can do the following: 
   
  One cubic foot of non-living liquid or solid matter become about 40º cooler. 
   
  +1 to a “heat and cold” Fatigue rolls. 
   
  Conceal Arcana 
  Range: Smarts 
  Duration: 1 hour 
  Trappings: waving hands, whispered words 
  Conceal a single supernatural item, being or effect from being detected automatically with Detect Arcana. Instead, they must roll their Arcane 
  Skill against ½ your Arcane skill die. If they fail this they may not attempt to find it again. 
   
  Distract 
  Range: Smarts 
  Duration: 1 
  Trappings: mental feedback, daze, twitch, force to look away 
  The target’s trait rolls are at –2, a successful Spirit roll resists this effect. 
   
  Drowse 
  Range: Smarts 
  Duration: 1 minute 
  Trappings: sprinkle sand, lullaby 
  The target gains a “sleep” Fatigue level for the duration; a successful Vigor roll resists this effect. They can only gain a maximum of one level 
  from this effect. 
   
  Earth Manipulation 
  Range: Smarts 
  Duration: Instant 
  Trappings: elemental, spirit, a few simple gestures 
  Can do the following: 
   
  Dirty and dusty up all surfaces within range. 
   
  Open a one foot square hole in earth (1/2 that in stone). 
   
  Spray earth or sand up (+1 to a Trick roll). 
   
  Embarrass 
  Range: Smarts 
  Duration: 1 
  
  Trappings: force bodily function, inappropriate action 
  The target has a –2 Charisma modifier; a successful Smarts roll resists this effect. 
   
  Fire Manipulation 
  Range: Smarts 
  Duration: Instant 
  Trappings: elemental, spirit, a few simple gestures 
  Can do the following: 
   
  One cubic foot of non-living liquid or solid matter becomes about 40° hotter. 
   
  Causes a single flame to appear, the flame will ignite combustible materials if capable. 
   
  Urge an existing flame to spread (+1 to see if the fire will spread rolls). 
   
  Groom 
  Range: Touch 
  Duration: 1 
  Trappings: Unseen servant, personal robot, flying shears 
  Clean, shave, haircut, and bathe the target. 
   
  Guidance 
  Range: Smarts 
  Duration: 1 
  Trappings: north, city, holy site, your home, ocean 
  Reveal the direction of the trapping. The trapping has to be a large and specific location. 
   
  Helper 
  Range: Smarts 
  Duration: 1 minute 
  Trappings: disembodied hand, helping spirit, unseen servant 
  Create a force that can lift up to five pounds. It can grasp objects, gather objects, tie and untie knots, open or close a door. The caster must use 
  an action to control the hand. If the hand leaves the range it vanishes. 
   
  Life 
  Range: Touch 
  Duration: Instant 
  Trappings: prayer 
  Bring new life or freshness to food and drink items, as well as cut flowers, vegetables, and herbs. It will improve a slight taint of spoilage, 
  restore drooping flowers, and so on. It will also remove a fatigue level of the “bumps and bruised” condition if used within an hour of 
  sustaining the condition. 
   
  Light 
  Range: Smarts 
  Duration: 10 minutes 
  Trappings: glow globe, enchanted staff, glowing palms, floating light 
  Creates a cone, small, medium, or large burst template of light and the globe is static unless cast on an object, it can be of any or many colors. 
  All is dependent upon its trappings. 
   
  Message 
  Range: Smarts x2 
  Duration: 1 
  Trappings: mental contact, whisper 
  Pass a message of up to ten words to a target. 
   
   
  
  Pyrotechnics 
  Range: Smarts 
  Duration: 1 
  Trappings: smoke puff, flash of light, darkness 
  Cause a small burst template that obscures line of sight. It is of sufficient size to obscure a normal human. 
   
  Repair 
  Range: Touch 
  Duration: Permanent 
  Trappings: magic words, molecular bonder 
  Make minor repairs to simple objects. All of a broken object’s pieces must be present to be effective. Thus, a torn piece of parchment or a 
  broken bottle could be made whole again; a broken wheel on a child’s toy could be repaired, or a cracked mirror made functional. The GM is 
  the final arbiter of what can be repaired. 
   
  Sense 
  Range: Smarts 
  Duration: 1 
  Trappings: poison, undead, disease 
  Sense the presence of the trapping. 
   
  Sound 
  Range: Smarts 
  Duration: Instant 
  Trappings: illusion, ventriloquism, spirit voice 
  Create any sound, other than a specific voice, the caster is familiar with. 
   
  Speak Language 
  Range: Self 
  Duration: 10 Minutes 
  Trappings: tongues, intuition, ancestors 
  Read, write and speak another language 
   
  Swarm 
  Range: Smarts 
  Duration: 1 
  Trappings: bugs, magic, frigid air, floating rocks 
  Summon a small swarm of something. They appear around a target and will attempt to harass the target. The target’s actions are at –2, a 
  successful Agility roll resists this effect. 
   
  Trick 
  Range: Smarts 
  Duration: 10 minutes 
  Trappings: visual, auditory, smell, taste 
  Can do one of the following depending on the Trappings: 
   
  Change the color or restore faded hues of a non-living item. 
   
  Envelop an area equal to a medium burst template with a normal odor the caster is familiar. 
   
  Change the perceived taste of something, for good or bad, the taste of a single serving of food. 
   
  Water Manipulation 
  Range: Smarts 
  Duration: Instant 
  Trappings: elemental, spirit, a few simple gestures 
  Can do the following: 
  
   
  Permeate an area of up to one cubic yard with a fog-like dampness that leaves all material within it damp to the touch. 
   
  Create a pint of water. 
   
  Purify a gallon of water of toxins, salt water or bacteria. 
   
  Wound 
  Range: Touch 
  Duration: Instant 
  Trappings: curse, zap, drain, singe 
  May be used to curdle food and drink items, wilt vegetable matter. It can also be used to deliver a “bumps and bruised” fatigue level; a 
  successful Vigor roll resists this effect. They can only gain a maximum of one level from this effect. 
   
   
  Novice Powers 
   
  Chameleon 
  Rank: Novice 
  Power Points: 1 
  Range: Instant 
  Duration: Vigor minutes 
  Trappings: Fading and blending effect. 
  The skin of the caster changes with its surrounding background, providing effective camouflage. If the caster is wearing items that cover most 
  of their skin, this power adds +1 to Stealth; otherwise, this power adds +2 to Stealth. If a raise is scored when activating this power, double the 
  appropriate bonus. 
   
  Change Size 
  Rank: Novice 
  Power Points: 1/Size 
  Range: Touch 
  Duration: Vigor minutes 
  Trappings: Shrinking or expanding morphing effect. 
  Whoever is touched, the caster determines their change in Size factor. The subject must be a willing target. This is useful for getting into small 
  places or overcoming obstacles. 
  Size smaller: -1 Toughness, -1 to hit, -1 Pace 
  Size larger: +1 Toughness, +1 to hit, +1 Pace 
  Note that Toughness and Pace may never be lower than 1. Each Raise grants one free Size level change or reduces the power cost by 1 
  (minimum of 1). 
  Please refer to the Size chart at SWEX, p 143. Note that reducing to the size of an insect/small mouse would be Size -3 from a humanoid – the 
  smallest one may attain from this power. 
   
  Charm 
  Rank: Novice 
  Power Points: 2 
  Range: Touch 
  Duration: 10 minutes 
  Trappings: A smoldering gaze, a love potion, pheromones 
  This power causes the target to perceive the spellcaster as a friend and someone to be trusted - if appropriate, the target may develop a 
  romantic interest in the caster. The spellcaster's Persuasion increases by two steps with regards to the target only, or four steps on a raise. 
  Once the Charm wears off, the target's reaction depends on the caster's actions. If the caster persuaded the target to do something they 
  would not normally do, or took advantage of them in some way, they are likely to realize that something odd has happened (Smarts roll). If the 
  caster was subtle and did not take unusual advantage of the target, they may never realize they have been Charmed. 
  If the spellcaster rolls a 1 on the spellcasting die - regardless of the wild die - the target instead reacts negatively towards the caster, and the 
  caster takes a -4 penalty on Persuasion rolls to affect that target. 
   
   
  
  Empathic Blast 
  Rank: Novice 
  Power Points: 2/3 
  Range: Spirit x 2 
  Duration: 1 minute 
  Trappings: concentration 
  Like Empathic Push with a Medium template. For more effect and power cost, this ability affects a Large template. All targets suffer the same 
  effect. 
   
  Empathic Push 
  Rank: Novice 
  Power Points: 1 
  Range: Spirit x 2 
  Duration: 1 minute 
  Trappings: concentration 
  With an opposed Spirit roll, the caster temporarily implants an emotion in a target. This ability also grants the sentient sensing as in Empathy. 
   
  Courage: +1 Spirit checks 
   
  Fear: Roll Vigor or Shaken 
   
  Happiness: +2 interaction with target 
   
  Anger: -2 Charisma 
   
  Focused: +1 skills 
   
  Distracted: -1 skills 
  Each raise increases range multiplier or duration. 
   
  Empathy 
  Rank: Novice 
  Power Points: 1 
  Range: Spirit x 2 
  Duration: 1 minute 
  Trappings: concentration 
  This power determines the surface emotions of the target with a successful skill roll. Other empaths may resist (Spirit) and will know who is 
  attempting the reading. While active, all lies are detected, but no specific information is known. 
  Each raise increases the range multiplier. 
   
  Energy Reflection 
  Rank: Novice 
  Power Points: 1 
  Range: Body 
  Duration: Constant 
  Trappings: A pale glow surrounds the caster. 
  This ability totally reflects one of the listed energy types. 
  1. 
  Cold 
  2. 
  Electrical 
  3. 
  Fire, Heat, Plasma 
  4. 
  Laser 
  5. 
  Sonic 
  6. 
  Radiation 
  Use the SWEX scatter (D12) directions. Each raise on this ability allows the mutant to change the direction of the rolled scatter one category. 
  For example, two raises with a rolled scatter of 8 may change the reflect direction from 6 to a 10. Note that this power is for a Sci-Fi setting. 
   
  Harmful Touch 
  Rank: Novice 
  Power Points: 2 
  Range: Self 
  Duration: 3 (1/round) 
  Trappings: Claws; necromantic energy; a bio-electric charge 
  
  This power grants the spellcaster a dangerous touch attack. The caster can now touch an enemy to deal 1d6 damage (or 2d6 with a raise) plus 
  their Spellcasting skill, but with no bonus from Strength. This requires a normal Fighting roll; it ignores armor but not natural Toughness. 
   
  Illusion 
  Rank: Novice 
  Power Points: 3+ 
  Range: Smarts 
  Duration: 3 (1/round) 
  Trappings: A trill of music; a hologram projector; bat's eyelashes and mumbled words 
  This power creates an illusion of nearly anything the caster wishes - but the image is just that: an image. It cannot affect the physical world in 
  any way, although a clever caster can make it appear to. 
  The basic Illusion power creates an image of approximately man-sized or smaller. The image is purely visual, with no sound, smell, or thermal 
  components. 
  Anyone closely interacting with the image (fighting, being attacked, etc) may make free a Notice roll to recognize it as an illusion. Free Notice 
  rolls also apply whenever the image does something unlikely, such as changing shape or flying (assuming these are inappropriate for whatever 
  the image is of - obviously, an illusionary eagle flying would not be unexpected), or when differences between the Illusion and reality become 
  obvious - for example, an illusionary fire would generate no heat. A character may also get a Notice roll if they take an action to examine the 
  Illusion for whatever reason. A basic Notice roll is sufficient to recognise the Illusion as such. If the caster got a raise on her arcane skill roll the 
  Notice roll is at -4. 
  Bigger Illusions: The caster can increase the image's size by paying more initial Power Points. The image can be double man-size for 6 points, 
  triple for 9 points, and so on. 
   
  Mind Link 
  Rank: Novice 
  Power Points: 1 
  Range: Smarts 
  Duration: 1 minute 
  Trappings: Deep concentration. 
  The caster has the power to link their mind to one other being in range and line-of-sight for the purpose of sharing power points with the 
  target or enhancing a target’s mental power. The caster may maintain this mental linkage as long as he has power points and concentrates on 
  the link. Being successfully attacked, performing another action or losing line-of-sight will cause the link to break. There is no limit to the 
  number of beings that may mind link together. A successful skill roll and each raise accomplish one of the following results, determined by the 
  target being. 
   
  Transfer up to 2 power points to the target 
   
  +1 bonus to the target’s mutation effect at the cost of 1 power point of the mutant sender. 
  In the case of a power point transfer, the target being may collect power points that exceed their normal maximum. However, that person 
  must use the transferred power while the mind linkage exists or it dissipates. He may spend the accumulated power to use a power. 
   
   
  New Sense 
  Rank: Novice 
  Power Points: 1/2 
  Range: Variable 
  Duration: 1 minute (1/minute) 
  Trappings: . 
  The range is variable depending upon how much power is applied and how many raises are gained on the skill roll. Each extra power point and 
  raise gains +1 range. The use of this power must choose one of the new senses below, and must take this power again to gain another sense. 
  None Spirit range 
  +1 Spirit x 2 range,  +2 Spirit x 3 range, etc. 
   
  Chemical Sense 
  The caster is capable of determining the chemical makeup of the area within range. Note that the ability to “see” in this manner is determined 
  by variation from the background norm. Mutant “sight” becomes clearer as the contrast increases or more opaque as the contrast lessens. The 
  basic power determines the basic chemical type (poison, water, acid, etc) and whether it’s harmful or safe. For 2 power points, the exact 
  substance is known, the intensity, and any beneficial/harmful effects. 
   
  
  Life Force Sense 
  The caster senses the life force (brain activity) of others. This also includes distinguishing life force intensities. A creature’s life force intensity is 
  based upon its (Vigor + Smarts)/2 with +1/size over human norm and -1/size under human norm. So a large being will have a stronger life force 
  intensity than a small being. Anything without a life force is not visible. 
  The expenditure of 2 power points gains refined data like exact distance, life form signatures for species types and an exact count of 
  individuals. Otherwise, the mutant can only sense life close, medium and far as well as if there are a few, some or many creatures. 
   
  Motion Sense 
  The caster senses movement within range and the direction of the closest being. For 2 power points the exact size, number, distance and 
  direction are known. 
   
  Repel 
  Rank: Novice 
  Power Points: 2 
  Range: Flame Template 
  Duration: Instant 
  Trappings: Gust of wind; hand of your deity; electromagnetic fields 
  This power forces creatures away from you. All creatures caught in the area must roll Strength against your spellcasting skill; if you win, they 
  are pushed away from you by 1" per point of difference. If you beat them with a raise, they are also knocked prone. 
   
  Slow 
  Rank: Novice 
  Range: Spirit 
  The target appears to act slower in all respects. See SWEX Speed power, but reverse all the effects. For 3 power points, the mutant may Slow 
  Area, affecting a Medium Burst Template. 
   
  Spikes 
  Rank: Novice 
  Power Points: 3-6 
  Range: Smarts x 2 
  Duration: 3 (1/round) 
  Trappings: Thorny brambles; low fire; ice; laser caltrops 
  This power makes an area the size of a Large Burst Template hard to travel through. Ground movement is halved through the affected area, 
  and anyone moving through the area must make an Agility roll or suffer 2d6 points of damage. 
  Additional Damage: The caster can increase the damage to 3d6 by doubling the Power Point cost. 
   
   
  Seasoned Powers 
   
  Divination 
  Rank: Seasoned 
  Power Points: 6 
  Range: Self 
  Duration: 10 minutes 
  Trappings: Casting the bones, tea leaf readings, communing with nature. 
  This power allows a spellcaster to contact a spirit creature and ask it a single question. The type of spirit contacted depends on the type of 
  spellcaster - a priest or cleric would probably contact an agent of their deity; a practitioner of shamanism might contact a nature spirit or 
  ancestral spirit, and a wizard would contact a fiend, elemental spirit or other esoteric entity. 
  When the power is used, the spellcaster may ask a single question and make a spellcasting roll. On a success they receive a terse answer - 
  typically a single word or short phrase. On a raise, they receive a more elaborate response, up to a sentence, though this is usually cryptic. 
  The GM is the final arbiter as to what information the contacted entity may possess, and more obscure questions may impose a penalty on the 
  spellcasting roll. For example, a question about the liche-lord's secret name may carry a -4 penalty. 
   
   
  
  Energy Negation 
  Rank: Seasoned 
  Power Points: 2 
  Range: Spirit 
  Duration: 2 minutes (1/minute) 
  Trappings: A faded visual effect. 
  Energy sources of the chosen type and in range do not function while this power is operational. This power is chosen with a particular energy 
  type, and must be selected again for another energy type. Note, this power is for a Sci-Fi setting. 
  1. 
  Electrical (including Hydrogen/Chemical Cells) 
  2. 
  Heat/Plasma 
  3. 
  Laser/Light 
  4. 
  Nuclear/Radiation 
  5. 
  Radio/Microwaves Waves 
  6. 
  Sonic 
  Each raise can do one of the following: 
   
  Add a multiplier to the range 
   
  Increase the duration by another multiple 
   
  Phase Shift 
  Rank: Seasoned 
  Power Points: 3 
  Range: Body 
  Duration: 3 rds (1/round) 
  Trappings: softly-glowing outline 
  This power is allows the mutant to phase shift their body and possessions out of the Einsteinian space-time continuum. The mutant uses their 
  Pace normally while phase shifted, passing through all encountered matter. Nothing physical may affect the mutant and the mutant may not 
  affect the physical world while phase shifted. Note that environmental hazards do not affect a phase shifted mutant. 
  If the mutant returns to Einsteinian space while inside any matter, then the mutant instantly takes 1 Wound and is Shaken. The GM may 
  provide further penalties as needed. Note, this power is for a Sci-Fi setting. 
   
  Power Drain 
  Rank: Seasoned 
  Power Points: 1 
  Range: Spirit 
  Duration: Instant 
  Trappings: vaporous trails from the target to the caster 
  The mutant uses his mind to drain power from a target. If an opposed Spirit roll is passed, the mutant drains 1D3+1 power from the target up 
  to the target’s Spirit die maximum. Each raise will add +1 power drained or extend the range by a multiple. 
  If the caster exceeds his maximum power pool, the excess points must be used the next round or they are lost. This prevents multiple Power 
  Drain abuses. 
   
  Telepathy 
  Rank: Seasoned 
  Power Points: 2 
  Range: Smarts x 10 
  Duration: 3 (1/round) 
  Trappings: Alien mind, deep thoughts, trance 
  This power allows the character to communicate with and to read the thoughts of another sentient creature. On a success, the telepath can 
  read the target's surface thoughts or establish mind-to-mind contact with a willing target. A raise allows the telepath to read deeper, secret 
  thoughts. 
   
   
   
   
  
  Veteran Powers 
  Greater Illusion 
  Rank: Veteran 
  Power Points: 5+ 
  Range: Smarts x 2 
  Duration: 5 (2/round) 
  Trappings: Harpsong; a hologram projector; mental control of the senses. 
  This power is similar to the Illusion power but more powerful and flexible. Greater Illusion creates an image that is up to double man-size 
  (approximately 12' in any dimension), and has visual, auditory, smell and thermal components. A Greater Illusion of a fire would crackle and 
  project heat (though not enough to cause damage); a Greater Illusion of a filthy ogre would stink and grumble. The image cannot affect the 
  physical world in any way, although it can appear to - for instance, an illusionary ogre could smash a tree and leave illusionary scars. 
  Anyone closely interacting with the image (fighting, being attacked, etc) may make free a Notice roll to recognize it as an illusion; this is an 
  opposed roll against the spellcaster's spellcasting skill. Free Notice rolls also apply whenever the image does something unlikely, such as 
  changing shape or flying (assuming these are inappropriate for whatever the image is of - obviously, an illusionary eagle flying would not be 
  unexpected). A character may also get a Notice roll if they take an action to examine the Illusion for whatever reason. 
   
  Bigger Illusions 
  The caster can increase the image's size by paying more initial Power Points. The image can be four times man-size for 10 points, six times for 
  15 points, and so on. 
   
  Programmed Illusions 
  The caster can set an illusion to either remain static or play and endless "loop" of one round's worth of actions. To do this, the caster pays the 
  initial cost in Power Points, plus additional points based on how long they wish the illusion to last. The illusion runs its course without further 
  assistance, but the caster cannot extend the duration or alter the illusion. 
   
  Paralyze 
  Rank: Veteran 
  Power Points: 5+ 
  Range: Smarts 
  Duration: 1 (3/round) 
  Trappings: Invisible chains, electro-neural destabilizer, mental bonds 
  This power freezes a single creature, preventing them from acting. It does not render them a statue - they still twitch and jerk as they fight the 
  invisible bonds - but they cannot take an action. 
  The spellcaster must first pay a number of power points equal to 5 + the target creature's size modifier, if any, to a minimum of 5 - larger 
  creatures are harder to paralyze, but smaller ones aren't any easier. The spellcaster must then win an opposed roll of their spellcasting skill vs. 
  the target creature's Vigor. 
  If the spellcaster wins, the target is prevented from taking any physical actions (including spellcasting) for one round. Attempts to hit the 
  Paralyzed creature require a basic success on the appropriate skill roll - the creature isn't totally still, and the attacker can still mess up. 
  If the spellcaster opts to continue the effect, each round she and the victim make opposed rolls of spellcasting vs. Vigor on the victim's turn. If 
  the spellcaster wins, the victim remains paralyzed. If the victim wins, the power ends but the victim takes a -2 penalty on all his actions for the 
  round. If the victim wins with a raise, he may act immediately at no penalty. 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Unofficial New Powers.pdf