text:
Comments about 'Utah State downs Colorado State, 71-62'
- Oldest first
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- Most recommended
Good job Aggies!! Opening up with a 3 game winning streak in the 2nd half of conference play. Not too shabby. Hope it continues.
- 11:35 p.m. Feb. 11, 2014
- Like (1)
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It is great to have the Aggies playing well again. Here is to a great second half season!
- 12:11 a.m. Feb. 12, 2014
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Looks like Stew is getting the ship righted. 3 wins in a row, with a tough one on the road. Great to see, way to go Ags!
- 5:28 a.m. Feb. 12, 2014
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The next game, at home, against UNLV will define the remainder of the season. A loss will be a backbreaker.
- 9:55 a.m. Feb. 12, 2014
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Almost all teams have their ups and downs throughout the course of each season.
I was confident the previous losing streak would be short-lived. Coach Stew
never allows his teams to stay mired for very long.
The Aggies have demonstrated they can win conference games on the road. That's more than the Utes have so far shown.
- 11:52 a.m. Feb. 12, 2014
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That was a tough road to get that first MWC road win. Keep it going Ags.
- 12:56 p.m. Feb. 12, 2014
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Very pleased we could win this one. The Rams never quit even when the game was
well in hand! The UNLV game in the Spectrum on Saturday could be season
All in all, this season hasn't been awful, especially when I look at a team like the T-birds and what they are going through (1-20 record... ouch). I'm super grateful for what we have in Logan.
Good time to be an Aggie!
- 4:14 p.m. Feb. 12, 2014
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Can't resist taking a jab can you. Even when you say you don't care about SUU or read my comments you still make a jab showing your true T-Bird colors. I guess we truly are rivals.
- 2:07 p.m. Feb. 13, 2014
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text:
Kenneth Branagh
16 Fans
Dec. 10th, 1960
Born in
Belfast, Northern Ireland, UK
5' 9 1/2"
Kenneth Branagh's Main TV Roles
Main Movie Roles2014 - Jack Ryan: Shadow Recruit
2009 - The Boat That Rocked
2008 - Valkyrie
2007 - Sleuth
2006 - As You Like It
2005 - Das Goebbels-Experiment
2004 - Five Children and It
2002 - Rabbit-Proof Fence
2000 - The Road to El Dorado
1999 - Wild Wild West
1998 - The Gingerbread Man
1998 - The Proposition
1998 - Celebrity
1996 - Hamlet
1995 - Othello
1995 - Anne Frank Remembered
1994 - Frankenstein
1993 - Swing Kids
1993 - Swing Kids
1993 - Much Ado About Nothing
1991 - Dead Again
1991 - Dead Again
1989 - Henry V
1981 - Chariots of Fire
Guest TV Roles[none found]
Kenneth Charles Branagh was born on December 10, 1960, in Belfast, Northern Ireland, UK, to parents William Branagh, a carpenter born in 1930, and Frances Branagh, also born in 1930. His brother William Branagh Jr. was born in 1955 and sister Joyce Branagh was born in 1970. At 23 Branagh joined the Royal Shakespeare Company, where he took on starring roles in "Henry V" and "Romeo and Juliet". He soon found the RSC too large and impersonal and formed his own, the Renaissance Theatre Company, which now counts Prince Charles as one of its royal patrons. At 29 he directed and starred in the film Henry V (1989), which costarred his then-wife, Emma Thompson (I). The film brought him Best Actor and Best Director Oscar nominations. In 1993 he brought Shakespeare to mainstream audiences again with his hit adaptation of Much Ado About Nothing (1993), which featured an all-star cast that included Denzel Washington and Keanu Reeves. At 30 he published his autobiography and at 34 he directed and starred as Victor Frankenstein in the big-budget adaptation of Mary Shelley (I)'s novel, Frankenstein (1994), with Robert De Niro as the monster himself. The bad reviews may have had some effect on his marriage, though, because in October 1995 he and Thompson announced their plans to divorce. In 1996 Branagh wrote, directed and starred in a lavish adaptation of Hamlet (1996). In recent years he starred in a series of non-Bard-related roles in Celebrity (1998), Wild Wild West (1999), and as a voice in The Road to El Dorado (2000).
- To date (2008), he has appeared as the title character in six films: _Henry V (1989)_ (qv), _Frankenstein (1994)_ (qv), _Hamlet (1996)_ (qv), _Shackleton (2002) (TV)_ (qv), _Warm Springs (2005) (TV)_ (qv), _"Wallander" (2008)_ (qv).
- Won the 2004 Evening Standard Theatre Award as Best Actor for his performance as the title character in Edmond at the Royal National Theatre.
- In 1990, he received an honorary doctorate in Literature from Queen's University (located in Belfast, Northern Ireland).
- Originally cast as the lead in _Amadeus (1984)_ (qv) before the production company decided on casting American actors in the leading roles.
- He and his ex-wife, 'Emma Thompson (I)' (qv), have appeared in separate films in the Harry Potter series. Branagh played Gilderoy Lockhart in _Harry Potter and the Chamber of Secrets (2002)_ (qv), and Thompson played Sybil Trelawney in _Harry Potter and the Prisoner of Azkaban (2004)_ (qv). Depending on what has been cut from the script for the fifth film, _Harry Potter and the Order of the Phoenix (2007)_ (qv) could be the first time both have appeared together in the same film since their divorce. Also appearing in _Harry Potter and the Order of the Phoenix (2007)_ (qv) is his ex-girlfriend, 'Helena Bonham Carter' (qv).
- He allegedly declined the C.B.E. (Commander of the order of the British Empire) in 1994.
- He can speak Italian.
- He was awarded the 'Laurence Olivier' (qv) Theatre Award in 1983 (1982 season) for Most Promising Newcomer for his performance in "Another Country".
Related sites for this celeb
» BuddyTV
» TVGuide
» AceShowbiz
» Celebrity-Mania
» BuddyTV
» TVGuide
» AceShowbiz
» Celebrity-Mania

subset: commoncrawl


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You can now invite anyone to meet at your favorite Starbucks.
Limited-time feature
56 year old man | La Quinta, CA, USA | Seeking women 35-55 within 1000 miles
Active within 24 hours
When thinking about how to describe myself to you I came up with one word "FUN". That is how I want my life to be. I have been blessed with a wonderful life and I would love to share it with a women who has the same outlook on life as I do. My goal is to enjoy every minute on this journey. I'm spiratual, positive, self assured humorous, spontanious, full of energy, Physically fit, open minded, and most important I have a great heart. I have many interest's. Some of my favorites are snow skiing, racing sport cars, martial arts, and pretty much all sports. I can also be very content lounging in a hammock reading, watching a movie on the sofa, walking the beach near my home, to wining and dining in the city. I have a great career. I love what I do. I am my own boss, and it allows me to travel the country and certain parts of the world. I have to great boys (19,17) whom I adore. They actually live most of the time with their mother because of my travel. The time we spend together is terrific, lots of fun. I'm looking for a women who has a great sense of humor, and understands the true meaning of "life is what you make of it". If this sounds good to you, let me know!!!!
Coffee and conversation , Business networking , Cooking , Dining out , Fishing/Hunting , Movies/Videos , Museums and art , Music and concerts , Exploring new areas , Nightclubs/Dancing , Performing arts , Playing cards , Playing sports , Political interests , Religion/Spiritual , Travel/Sightseeing , Watching sports , Wine tasting
Auto racing / Motorcross, Baseball, Basketball, Billiards / Pool, Bowling, Football, Golf, Martial arts, Running, Skiing, Swimming, Tennis / Racquet sports, Weights / Machines, Yoga
I exercise 5 or more times per week.
I like Dogs, Horses
Some other viewpoint
My career allows me to travel, I have a lot of great places to hang out. Like the beach, mountains and big city life.
Like to read anything inspirational. Listen to classical rock to get me going and some jazz to calm myself. I eat clean most of the time (fish, chicken, veggies, fruit) but can throw in some great junk food every once and awhile.
Have many interests, try anything that's challenging physically and mentally. Love snow skiing, racing sport cars, lounging while reading, watching a movie, sports.
"Golf's Sacred Journey"- very inspirational!!!!!
Z{{Cta}} {{#if HasMoreInfo}} ?{{CtaSecondary}} {{/if}}
|What he is looking for
|6'1" (185cms)
|5'2" (157cms) to 6'0" (182cms)
|Body type:
|Athletic and toned
|Slender, Athletic and toned
|No preference
|Dark blonde
|No preference
|Cigar aficionado
|No Way, Cigar aficionado
|Social Drinker
|Never, Social Drinker, Moderately
|Self-Employed / Entrepreneur
|No preference
|I'll tell you later
|No preference
|Never Married, Widow / Widower, Currently Separated, Divorced
|Have kids:
|Yes, and they live away from home (2)
|No preference
|Wants kids:
|Not sure
|Definitely, Someday, Not sure, Probably not, No, No, but it's OK if my partner has kids
|White / Caucasian
|No preference
|Spiritual but not religious
|Spiritual but not religious, Other
|Bachelors degree
|No preference


text:
With a 35-year background in engineering and business management, Mike will lead Stantec's land development and municipal engineering services in the Atlanta area. He has worked for numerous municipalities, developers throughout the US, the federal government, and state transportation departments.
Ogletree Deakins
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text:
This user's profile is not public.
No votes recorded.
Intense nose of plum, tobacco and soil. Body is velvety that is well structured. Finishes well... Overall nice solid cab from Maipo Valley...
Nice, fruitty. Had this on a cruise ship in my stateroom so did not really air it well...
Decanted for 30 minutes but probably needs a good hour.
Dark ruby color with nice legs.
Nose of oak. plums, and rich earthy soil.
Paired well with some sausages off the grill.


text:
Jan 29, 2014|
Garland gets an update on the winter weather road situation with Causeway Commission General Manager Carlton Dufrechou.
Related Audio:
Mon, 29 Jun 2015
Garland talks to Think Progress Author Zack Radford and Heritage Foundation analyst Ryan Anderson about the Supreme Court Decision on gay marriage.
Garland talks to Wired.com writer Nick Stockton about psycho surgery and how it could prevent mass murder.
Garland talks to James Williams, an attorney for Sheriff Gusman, and a city attorney, Sharonda Williams, about the construction of a new prison and the war of words that has ensued.
Fri, 26 Jun 2015
Don talks to callers and reads texts in the wake of the Supreme Court decision to legalize same sex marriage.
Automatically Generated Transcript (may not be 100% accurate)
We drew a whole lot better than I am a Birmingham. Number of other places Italy and looks like he disaster. -- now and of course all. Kid trapped in bonuses. Over eight. Six. The -- pollute a great years said. My cousin look -- can Atlanta at 3 o'clock didn't get home and told 1248. -- -- rumba a little bit better. Situation. Them the ropes artsy movies. What we're trying to keep you prize this morning mark Tobin -- not Dublin Texas a CCC. Crescent city's traffic. Stopped or Mayo it's what's up. Public and among wonder at the crescent says the a connection and those -- traffic coming. To annually into looks like it's not stopped at all can tell from the other side. If you're out there and end of this is a -- text gives -- gives -- good veteran probation. Right now let's check on the causeway in a good print -- and -- crucial general manager cause we commission. -- good talk and you. Carl could duck in the -- but it sure it was August. And that. Hillary you nailed so well -- a few seconds ago. -- conditions -- out here but like guys were going -- plan. Understand reaction. Travel in mobile at considerable but it crashed and we are extremely fortunate to grand scheme of things that. Night -- Definitely. Not good. Actually the two between two law. Navigation crossing the eight and six while all we can't even get to it. The -- want to sign off the street on the and start you know ripple. -- venture out to -- that we. Elections. So much -- Will draw vehicles can control. Contracting Nicaragua are police -- so it's still trying to liberate choose. They want it's is crawling back to North Shore. And into the the real he's on cable. -- conditions out there are still. Temperature right twelve degrees. And until we're -- seeking a vote freezing and you try to yeah and saw the good news. Feel. You know it's like thank gosh. Until we get some some temperatures of 32 where -- stalemate just -- -- stuff out there. -- we still don't know -- eight miles in the center of the bridge still -- the conditions. You know the worst does appear. There's -- -- Norton power of the -- don't quite -- the worst does appear to be that you law navigation cross to virus elections. Bottom line and his -- close on both insulin drugs can be that way for a one hour. Bottom line. You know we the weather service still talking about China's coming out to -- freezing actually I thought about you but it's looking pretty. Pretty bleak as we speak but it shouldn't that happen we will try to. Assess the which bridges the the lesser of the challenges to Shiites and hopefully get -- one lane opened as soon as we can. One way or the other the elderly concern. All of this -- -- short window above freezing temperatures to date so. If we're unable to keep all of the -- -- -- we just could liquid solution out there struck trees he can't -- maybe. Compound the problems are gonna watch a -- -- goes well. -- -- like you've got a handful -- check back with you and ultimately -- there and changes pretty strong appeal. A.


text:
Join OkCupid
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31 • Philadelphia, PA • Man
I'm looking for
- Women
- Ages 27–37
- Near me
- Who are single
- For new friends, long-term dating, short-term dating
My details
- Last online
- Yesterday – 10:40pm
- Orientation
- Straight
- Height
- 5′ 10″ (1.78m)
- Body Type
- Thin
- Diet
- Anything
- Smokes
- No
- Drinks
- Often
- Religion
- Atheism
- Sign
- Aquarius
- Education
- Graduated from university
- Job
- Education
- Income
- $50,000–$60,000
- Status
- Single
- Type
- Monogamous
- Offspring
- Doesn't have kids, but might want them
- Pets
- Likes dogs
- Speaks
- English, French (Poorly)
My self-summary
Write a little about yourself. Just a paragraph will do.
academic barnacle / DJ
What I'm doing with my life
Don't overthink this one; tell us what you're doing day-to-day.
I help run the arts & humanities center at a college during the day, organizing exhibitions, artist residencies, symposia, and film series. At night, I run around town DJing and making weird music.
I'm really good at
Go on, brag a little (or a lot). We won't judge.
writing email. Oof.
The first things people usually notice about me
I'm an empty essay… fill me out!
crazy sweaters, probably also dancing.
Favorite books, movies, shows, music, and food
Help your potential matches find common interests.
Devo, Kate Bush, Talking Heads, Prince, XTC, the Slits, Arthur Russell, Scritti Politti... postpunk, lots of annoying DJs, the weird side of disco
Cat and Mouse, Moby Dick, Suttree, A Scanner Darkly, The Name of the Rose...Joyce, Ballard, P.K.Dick, Dan Clowes, Grant Morrison, Michael Robbins, lots of dudes, I know, it's a problem...NY Review of Books
I, Claudius, Twin Peaks, House of Cards, Prime Suspect, GoT, Black Mirror, Wolf Hall
Herzog, Nothing But Trouble
Cat and Mouse, Moby Dick, Suttree, A Scanner Darkly, The Name of the Rose...Joyce, Ballard, P.K.Dick, Dan Clowes, Grant Morrison, Michael Robbins, lots of dudes, I know, it's a problem...NY Review of Books
I, Claudius, Twin Peaks, House of Cards, Prime Suspect, GoT, Black Mirror, Wolf Hall
Herzog, Nothing But Trouble
The six things I could never do without
Think outside the box. Sometimes the little things can say a lot.
I spend a lot of time thinking about
Global warming, lunch, or your next vacation… it's all fair game.
The encroachment of "startup culture," when am I going to have my next cup of coffee, have i become a total caricature of myself. Prince and his various side-projects and proteges. Newfoundland dogs.
On a typical Friday night I am
Netflix and takeout, or getting your party on — how do you let loose?
Usually DJing at a bar/club/weird warehouse in Philly; stopping by a friend's DJ night & dancing; or going to an art opening, reading, film screening, performance, or other thing like that.
The most private thing I'm willing to admit
I'm an empty essay… fill me out!
I once almost ran over Dave Matthews with a golf cart
I used to play the keytar in a fake German electronic band
I used to play the keytar in a fake German electronic band
You should message me if
Offer a few tips to help matches win you over.
You like listening to music, making music, or running around going to music things. People who like reading and dancing.
Seekers of The Glamorous Life. https://www.youtube.com/watch?v=XeJLZi0uyJw
Seekers of The Glamorous Life. https://www.youtube.com/watch?v=XeJLZi0uyJw
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Buyers and Sellers are equally advantaged. Homes sell at approximately the same rate at which they are listed. Homes will often sell at the asking price.
Rental property is in high demand and availability is low. Rent prices have increased by 1% over the past 3 months. This is 1% higher than the state average of $1,390 and 69% lower than the country average of $2,388.
Trend data coming soon.
|For Sale: 134
|New: 10
|Recently Sold: 65
|Reduced: 43
|Average Home Price
|Average Sold Price
|Property Records: 4,221
|Foreclosed: N/A
The average home price in 31820 is $300,433, which is 16.6% higher than the average sold price in 31820 ($257,771) . The average home price per square foot in 31820 is $99 and about 1% of all homes in 31820 sold in the last 6 months. For 31820 home values, real estate prices, and city market trends, research the 4,221 property records or search our 65 recently sold or 134 homes for sale listings. The listings and properties in 31820 are only a part of the 3,186,706 properties and 73,103 homes for sale in Georgia. Because of this, the average home price and average home value of 31820 also influence the average home price $94,128 and average sale price $224,044 of Georgia. Listing counts, 31820 home prices and home values in 31820 are sourced daily from listing and property data on realtor.com®, which is the most up-to-date and accurate aggregation of real estate listings in the industry and includes approximately 800 regional MLSs and is the official website of the National Association of Realtors®.
|Median Age
|Median Household Income


text:
Many of UNDP's relationships with countries and territories on the ground exceed 60 years.
Find details on our successes and ongoing work.
2010 Democratic Governance Thematic Trust Fund Annual ReportOct 7, 2011
2009 DGTTF Annual Report - Stories from the FieldSep 1, 2009
2008 DGTTF Annual ReportNov 10, 2009
Local Governance in Complex EnvironmentsNov 10, 2010
Regional Assessment: The Asia-Pacific Rights and Justice InitiativeJan 3, 2010
The active engagement of women in decision-making processes is vital to improving living standards and ensuring sustainable development goals are met.
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Catalyst Game Labs
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Shadowrun: Gear Cards [Drones & Vehicles, Volume 1]
Jesse R.
Verified Purchaser
Date Added: 07/23/2014 19:24:54
My problem with this product is that the file has 2 pages. A cover card, and the Doberman drone. Where is the rest?
[1 of 5 Stars!]
Click to show product description
Shadowrun: Street Grimoire
Matthew B.
Verified Purchaser
Date Added: 07/15/2014 23:56:29
SO many bad, obvious errors. I'm a huge fan, very much into mages and was really looking forward to this. There are some good ideas, and many of the fluff sections are great, but the editing is just awful. This is not a professional, ready for sale product. Worse, they announced it was off to the printers the same day it was released.
Lots of references to powers that don't exist yet, often as prerequisites. Drain codes that are completely off. Spells that HAVE to be Physical spells listed as "Mana". Adept powers are massively over-costed and "the ways" make no sense. Even the layout is fairly nonsensical.
It's not like there were no good ideas here. With maybe another month of editing and error checking it could have been good. As it stands, it makes me worry about the company that they released it in this shape.
[1 of 5 Stars!]
Click to show product description
Shadowrun: Street Grimoire
Thomas C.
Verified Purchaser
Date Added: 07/14/2014 15:51:40
Lot's of errors in this one. We've got references to rules that don't exist, contradictory rules (on the same page no less), a drekload of spelling and grammatical errors, the writers forgetting that Aspected Magicians exist (and are an option under the core rules), a layout that could be used as an example of what NOT to do (we interrupt this list of things to detail the rules for something else for several pages, with no warning or transition, followed by an abrupt switch back to the list we were in the middle of), rules that were blatantly copy-pasted from 4E (you can tell, because they refer to mechanics that no longer exist in 5E), abilities that list as prerequisites abilities that don't exist (but word is they'll print them in a future supplement) and what is, overall a pretty terrible job.
I want to like SR5, but Catalyst really needs to step up their editing and review process. By which I mean they actually need to edit and review things before they publish. Word is they've already sent it to the printers too, so that means the print version is gonna be stuck with all of this.
[1 of 5 Stars!]
Shadowrun: Street Grimoire
Stanley B.
Verified Purchaser
Date Added: 07/12/2014 10:46:49
You know, I gave this book 4 stars are first, because I liked the fluff, I'm a big fan, and it had some neat stuff. I realize that was a mistake, now. Further reading and use of this book (and other Shadowrun books) is actively aggravating me now, partly due to the abysmal editing process. In Street Grimoire alone, they mention at least four different powers that aren't included in the book; two or three of them are perquisites for current in-book powers, ones you can't even pick up by the rules because what you need *doesn't exist yet*. Typos are somewhat rare (the big one is the typo on the BACK OF THE BOOK THAT EVERYONE READS), but there are dozens of editing/grammar errors from leaving in text that should have been deleted or things along those lines. The book actively contradicts other books on pre-existing powers in regards to cost and effect, while other powers are not balanced in regards to price or power. Not to mention the reintroduction of refined and radical reagents; that do nothing mechanically except cost 10-100 times as much as a normal reagent, due to refining processes that mean nothing except the risk of losing the materials, even though the fluff says that the materials make a difference.
From what I've read and heard, the problems with these books isn't that nobody notices the errors; it's that somebody higher up is ignoring them, or thinks the work to fix everything isn't necessary. I am a huge fan of Shadowrun; the setting is hands-down my favorite, and I like the system. I'm starting up a 5th Edition game right now, even. But the quality of the books has honestly made me start to second-guess my choice. I'm not giving this book 1 star because that would be pushing my current frustration onto a product that still has some good points. I can't leave my original 4 star up because of the copious errors and concerns; I don't want to mislead people into buying this book without knowing the problems, at least. If I were to ignore the problems in the book, I could give this a four. At the current state, I can't.
[2 of 5 Stars!]
Shadowrun: Street Grimoire
robert l.
Verified Purchaser
Date Added: 07/04/2014 10:53:13
Finally catalyst games seems to be getting with the program. An other good an actually useful book that has information both players and gm's alike that can be used without unnecessary fluff filler material. The spells are solid and the game mechanics are useable for gm's to use in their campaign..and what gm does not have house rules..ain't met a gm yet that was worth anything that did not have house rules. However 2 points of interest that stops this one from getting a 5 rating and first is a big one. 1 proof reading in this book is terrible..if i am paying 25 dollars for this non dead tree version..I expect proof reading of the material for correct spelling and word useage..come on ppl its a free function of your word processor...USE IT! 2. a lil less fluff filler material and perhaps a few same characters from season 5 campaign contacts upgraded with new material from the street grimoire relavant to the character/contact would be nice but definitely not a deal breaker at this point. Overall a good book worth the purchase despite its lack of proof reading and after that debacle with the book "shattered soul", just say no to c.d.f.s., it's nice to see things back on track and YouTube has a posted videos on how to use a spelling checker and how to proof read, look them up.
[4 of 5 Stars!]
Shadowrun: Bullets & Bandages
Adrian S.
[Featured Reviewer]
Date Added: 06/24/2014 00:54:52
'Bullets & Bandages' could be the title of most of my Shadowrun campaigns, but it is nice to have a book specifically dedicated to healing and healers for the Sixth World. Even with SR2 books like 'Missions' the role of DocWagon, their tactics, and composition have always been a little hazy which is a shame considering how much potential this organisation has to impact any campaign. Likewise, there is a lot material in this book for those with a medical bent, as well as for the GM, so it's equally useful on both sides of the screen (and at this price, it's affordable for every interested player/GM to have a copy).
The writing is solid, from the opening fiction to introductory corporate training piece from a DocWagon instructor, to the rules mechanics which make up the lion's share of the book.
You'll find new equipment, spells, Adept powers, toxins, medicines and drones – all useful kit for runners interested in staying alive long enough to collect their nuyen at the end of the run. The Qualities are extremely average, and even unnecessary (Did we need the Negative Quality 'Pregnant' with accompanying rules? Could we have left this story element to house-ruling? I'd argue that there are better ways to treat the issue) but there is nothing completely unusable about them.
Overall, the book represents good value for good content, and this is a welcome addition to my Shadowrun books. The value is also increased by the addition of dual-statted SR4 and SR5 rules references, so fans of both editions have a reason to pick it up.
[4 of 5 Stars!]
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Shadowrun: Coyotes
Roger L.
[Featured Reviewer]
Date Added: 06/18/2014 07:45:38
Kojoten sind Schmuggler ganz besonderer Güter: Personenschmuggler. Mit dem Shadowrun 5 Quellenband Coyotes bekommen Spielrunden eine wertvolle Hilfe für den Transport des Runnerteams oder anderer Personen über gesicherte Grenzen an die Hand. Dabei richtet sich das kompakte PDF-Dokument in allererster Linie an den Spielleiter.
Rezension: Shadowrun - Coyotes
Coyotes ist ein kurzer Quellenband zu Shadowrun 5, der im Dezember 2013 als englischsprachiges PDF von Catalyst Game Labs (CGL) veröffentlicht wurde. Seit März 2014 gibt es diesen auch von Pegasus als deutsche Variante, die Rezension bezieht sich allerdings ausschließlich auf die englische Variante.
Ein Kojote ist hier eine besondere Art von Schmuggler. Er hat sich darauf spezialisiert, Personen über Grenzen zu bringen, die sie anderweitig womöglich nicht hätten überwinden können. Im Shadowrun-Universum sind diese Schmuggler demnach wertvolle Helfer bei der Abwicklung von Aufträgen, die eine Gruppe von Shadowrunnern beispielsweise ins Ausland bringen. Das Dokument nimmt sich dabei 30 Seiten Platz für die Beschreibung von Coyotes, ihrer typischen Arbeitsweise und der Opposition. Dazu gibt es noch eine einleitende Kurzgeschichte und ein sieben Seiten umfassendes Abenteuer, das thematisch zu dem Ganzen passt.
Die Kurzgeschichte Transporter ist ansprechend geschrieben und lässt den Leser eine kurze Grenzüberschreitungs-Episode aus der Sicht eines Kojoten erleben. Dabei wird deutlich gemacht, welche Rolle der Kojote in einem Shadowrun-Abenteuer übernimmt: Die des NSC als Helfer oder Kontrahent.
The Kojote Life
Passenderweise ist der folgende Text über das Leben und Wirken als Kojote aus der Sicht des Protagonisten der Kurzgeschichte geschrieben und tatsächlich taucht eben diese Figur später auch als ein möglicher archetypischer Kojote mit Werten und Ausrüstung auf.
Der gesamte Text gibt einen knappen, aber alle wichtigen Aspekte beleuchtenden Einblick in die Art und Weise, wie Kojote und Shadowrunner miteinander verknüpft sind. Dabei verarbeitet er im Wesentlichen dabei die Optionen, die ein Spielleiter hat, um einen Grenzübergang für eine Gruppe von Shadowrunnern zu einem spannenden Abenteuer zu machen.
Das ist prinzipiell nichts, was Shadowrunspieler nicht auch ohne den Band durchspielen könnten. Die Art und Weise, wie Coyotes Standards beschreibt, dürfte Spielern und Spielleitern allerdings eine große Hilfe sein. Es wird beschrieben, was der Kojote von den Auftraggebern oder Passagieren (z.B. Shadowrunnern) erwartet und was diese von dem Kojoten erwarten können, wie viel man für seine Dienste springen lassen muss und was er dafür zu leisten in der Lage ist.
So umfassend die Beschreibung der Grenzübergänge in dem Abschnitt daher kommt, sie ist an einigen Stellen etwas holprig. So gibt es zum Beispiel bei der Beschreibung der einzelnen Schwierigkeitsstufen immer wieder ganze Absätze, die sich wiederholen, was den Text unheimlich aufbläht und darin potentiell enthaltene kleinere Änderungen unschön verbirgt. Schuldig bleibt Coyotes zudem eine Beschreibung der Grenzbereiche abseits der kontrollierten Übergänge, schließlich ist es für einen illegalen Transfer nicht ganz unüblich, die schwer bewachten und kontrollierten Übergänge zu meiden.
Interessant ist, dass bei der Definition einer Grenze nicht nur Landesgrenzen gemeint sind, sondern natürlich auch die Grenzen zwischen einer Nation und dem Gelände eines mit einer eigenen Extraterritorialität ausgestatteten Konzerns. Nicht zuletzt dieser Aspekt gibt den im Grundregelwerk beschriebenen potentiellen Sicherheitsmaßnahmen einen greifbaren Rahmen, der für jede Runde von Shadowrunnern eine Bereicherung ist - nicht nur für jene, die von Seattle in den Salish-Sidhe-Rat oder von den ADL nach Polen reisen müssen.
Six Sample Coyotes
Der letzte Abschnitt des Quellenteils beschäftigt sich mit archetypischen Kojoten und beleuchtet dabei unterschiedliche Aspekte und Möglichkeiten. Dabei sind nur zwei der sechs vorgestellten Personen klassische Rigger und so sind die Unterschiede und Schwerpunkte anregend vielfältig. Die NSC sind dabei teilweise bebildert, wobei die Illustrationen gelegentlich von den Beschreibungen abweichen - ein NSC wird beispielsweise mit einem Cyberarm dargestellt, der sich nicht in der Beschreibung findet.
Piping Hot
Das Abenteuer Piping Hot umfasst sieben der 30 verfügbaren Seiten und beschreibt ohne große Details ein kleines Szenario, dass eine Gruppe von Runnern von Seattle in den Salish-Sidhe-Rat und zurück bringen soll. Passenderweise müssen die Runner dabei die Rolle eines Kojoten übernehmen, sich also mit den Problemen bei Grenzübergängen selber auseinander setzen.
Mit dem restlichen Quellenband (und natürlich dem Grundregelwerk) hat der Spielleiter zwar alles an der Hand, um seine Runde in einen actiongeladenen Run zu stürzen, allerdings kommt das Abenteuer nicht ohne einige Anpassungen aus. Die grobe Geschichte ist dabei einfach und stimmig, die Details sind allerdings eher lieblos ausgearbeitet. So fehlt beispielsweise eine grobe einleitende Handlungsübersicht, die den sich vorbereitenden Spielleiter von Anfang an an die Hand nimmt.
Stattdessen werden wesentliche Aspekte des Runs auch für den Spielleiter nur nach und nach in den Abschnitten aufgedeckt, so dass man unwillkürlich vorherige Abschnitte durchsucht, ob man nicht etwas übersehen hat - zum Beispiel die besondere Natur der zu transportierenden Person. Und während an einigen Stellen die Werte von NSC mit dem üblichen Seitenverweisen auf das Grundregelwerk referenziert werden, haben andere Figuren nur zwei oder drei Werte, die dann nur schwerlich ein dreidimensionales Bild der Figur abgeben oder dem anderweitig Beschriebenen zuwider laufen. Eine nicht unwichtige Figur der Geschichte wird beispielsweise mit wenig mehr Werten beziffert, als einem Charisma von 5 und einem sozialen Limit von 5. Diese beiden Werte würden darauf zurück schließen lassen, dass die Summe aus Essenz und Willenskraft lediglich 5 beträgt, was dieser Figur wahlweise eine besondere Note verpasst, oder sie im Kontext des Runs schwer glaubwürdig erschienen lässt.
Es folgen weitere logische Schwächen und der Spielleiter wird nicht umhin kommen, diese vorweg anzugehen und auszubügeln. Andererseits könnte man behaupten, dass es zum wesentlichen Handwerk eines Spielleiters gehört, ein Abenteuer an seine Runde anzupassen und die Natur der Fehler bedenkend, fällt das Nacharbeiten des Runs eigentlich in genau den Bereich. Die Fehler sind unschön, zerstören dabei aber die eigentliche Geschichte nicht.
Coyotes hat für meinen Geschmack einen hohen Anteil an in vielen Shadowruns verwertbaren Informationen. Und davon profitieren natürlich vor allem frische Spielleiter, aber auch alte Hasen gehen nicht leer aus. Auf dreißig Seiten finden sich nicht nur viele Ideen, die sich leicht in Abenteuer einbauen lassen oder selber neue Runs ergeben können, sondern auch eine Menge spieltechnischer Dinge in Form von Daten und Werten sowie ein Kurzabenteuer, das Spielleiter wie auch Spieler ins Thema führt. Der Quellenband hat dabei für 7,95 USD einen angenehm kleinen Preis.
Das PDF-Dokument verfügt über eine saubere Kapitelnavigation und die Abschnitte sind übersichtlich aufgebaut, Tabellen und Bilder lesefreundlich platziert. Die Illustrationen haben eine angemessene Auflösung, die künstlerische Qualität ist allerdings durchwachsen. Dennoch sind die Bilder immer thematisch passend, können aber kleinere logische Unstimmigkeiten enthalten, die man allerdings wohlwollend übersehen kann.
Tatsächlich ist auch der Text nicht völlig ohne Fehler. Mal scheint beim Redigieren ein Wort oder auch ein Halbsatz übersehen worden zu sein, der dann sinnfrei alleine dasteht, mal tauchen bei NSCs Werte auf, die es in Shadowrun 5 nicht mehr gibt (die Fertigkeit Dodge) und dann wieder unterscheidet sich das logische Format der NSC-Beschreibung von einem NSC zum anderen (mal lediglich Fertigkeitsstufen, mal komplette Würfelpools).
Ein sehr kompaktes Werk, dicht gepackt mit wertigem Inhalt. Hier macht CGL kaum etwas verkehrt, und liefert Hintergrund, den der Spielleiter schnell in seine Runs einbauen kann, um diese mit Leben und Details zu füllen.
Dabei geht CGL aber gemessen am gesamten Umfang an vielen Stellen auffällig unsauber vor. Ab und an stolpert der Leser über Schreibfehler oder logische Schwächen. Das grundlegende Thema wie auch das Abenteuer hätten dazu deutlich von einer höheren Seitenzahl profitieren können, denn es wirkt an einigen Stellen unnötig kurz gefasst.
Sicherlich wird nicht jeder Leser über die Schwächen hinwegsehen können. Gelingt dies aber, hat man mit Coyotes eine wertvolle Quelle für Informationen und viele Ideen zur Ausgestaltung von passenden Abenteueraspekten.
[3 of 5 Stars!]
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Valiant Universe RPG QSR Supplemental: Harbinger Wars: The Harbinger Foundation
Alexander L.
[Featured Reviewer]
Date Added: 06/16/2014 06:33:49
Originally posted at: http://diehardgamefan.com/2014/06/16/tabletop-review-valiant-
Wow, here we are with our fourth free Quick Start Rules preview of the Valiant Universe RPG. The previous two let you view the big Harbinger Wars event from the side of Bloodshot and Generation Zero respectively. Now we're going to be looking at things from the point of the most powerful man in the world (both fiscally and literally) – Toyo Harada. This isn't the first time Valiant Universe RPG fans will be able to step into the shoes of the master of the Harbinger Foundation. In the very first QSR, Unity, you could play as Harada, along with Ninjak, Livewire and the Eternal Warrior. This time however, while one person takes up the reigns as Harada, three others will be playing Eggbreakers, some of Harada's psiot muscle. This is a really interesting choice, as Harada's side pretty much wears the black hat from the point of view of many Valiant protagonists, even if Harada himself thinks he's the biggest white hat on the planet. This will let players see how the other half lives, and also flesh out Harada and his lackeys into more than just two dimensional bad guys should the players ever encounter them instead of playing as them.
It's worth noting that besides Harada, the other three playable characters are very under the radar ones. I mean, I own every issue of this run of Harbinger and I had to try really hard to remember if the other three (Stronghold, Ion, Saturn) were actually mentioned by name or even more than once in the comics. This is both good and bad. The bad is that, depending on your group, EVERYONE will want to play Harada because they know him and he's crazy powerful. So the Lead Narrator may have to prevent some bouts of immaturity, depending on the age and makeup of the players. The good news is that the other three characters are virtually blank slates, which means you can play them however you want. You won't get a rules-lawyer style player saying, "That's not how they were in the comics!" because there really isn't enough on any of them to truly flesh out their personality. It also means that for gamers who felt the previous QSRs were a bit too "on rails" since they were name characters in situations that already occurred in continuity, this adventure will be the most to their liking. Not only is part of it completely original and not ripped from the pages of four color goodness, but the parts that are from Harbinger Wars will feel very different because B or C – Level characters (and Harada) are getting the spotlight.
The Harbinger Foundation's adventure consists of four parts, all of which have multiple scenes (except for Part Two), which should keep your players busy for one to three sessions depending on how long and drawn out things get. Each leg of the adventure is very combat heavy rather than discussion and exploration, so the length of the adventure will depend on how comfortable you are with the mechanics provided in the QSR up to this point. Remember, you'll need a copy of the Unity QSR to play The Harbinger Foundation as it has all the rules. It's free as well (heck, all the QSRs for Valiant Universe RPG are free, so get them all!), so remember to pick that up and read it first to minimize any issues you might encounter.
So let's talk the adventure proper. Part One has students either working cooperatively or against each other (choose the former as teamwork is always better than PvP) in some "Danger Room" like tasks. This is a great start, as it lets players try out their characters and powers, especially those that haven't had much face time in the comics. It also lets the players test out some strategy, which they will need for the other three parts of the adventure.
Part Two is only one scene long, but it is a doozy. Harada and Ion Vs. Bloodshot. While this battle is going on (and it will most likely unfold differently from the comics), Stronghold and Saturn will be dealing with escapees from project Rising Spirit. It's nice to see everyone getting to shine in this scene, while in the comics, it really was just a battle between the two big heavy hitters. When one side accomplishes their goal, the other side's battle will finish up. Make sure your Lead Narrator can effectively run two very different sessions of combat at once, as everything does unfold at the same time.
Part Three has the Eggbreakers and Harada taking the fight directly to Project Rising Spirit, where they will do combat with the Hard C.O.R.P.S. Scene Four has Harada and his Eggbreakers trying to recruit members of Generation Zero to the Harbinger Foundation. This is a short but easy scene that mainly relies on Harada's die rolling. If it goes good, this is a short and easy affair. If it goes bad, there is a LOT of combat. Unfortunately, there are some issues with Part Four. First up is that the writing, mechanic-wise, is a bit cloudy and I think it will confuse people who are new to gaming. Re-read the opposed roll information at least twice to make sure you know what you're doing. Second, the text states, "Take the number generated during Scene Three in the previous Event and divide by two (rounded down); treat any result higher than five as five." I have NO IDEA what they are talking about here. Is the previous event, the previous scene? Because there is no random number generated in Part Three, Scene Three. Did they mean the Generation Zero QSR? Because there is no number generation in that either. In fact, the only random number generation that I could find is in Part Three, Scene Two of this QSR, and it's in regards to when P.R.S.' automated defenses come online. So this is really a bit of jargon editorial should have caught. At least it is free, though, right? A decent Lead Narrator can also fudge through his and make it work with no one being the wiser.
So aside from Scene Four somewhat falling apart due to bad editing and writing, The Harbinger Foundation is still a top notch little adventure and a great addition to the ever growing collection of free releases for Valiant Universe RPG. I'd definitely say the game is four for four so far and come Free RPG Day 2014, I'll definitely be trying to get my hands on a free copy of the physical version of the Quick Start Rules. You definitely should too. Valiant Universe RPG is certainly shaping up to be the best new RPG of 2014, and since everything released for it so far is free you have absolutely no reason why you shouldn't go download all four QSRs immediately.
[4 of 5 Stars!]
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Valiant Universe RPG QSR Supplemental: Harbinger Wars: Generation Zero
Alexander L.
[Featured Reviewer]
Date Added: 06/09/2014 09:41:06
Originally posted at: http://diehardgamefan.com/2014/06/03/tabletop-review-valiant-
As promised, Catalyst Game Labs has been releasing free Quick Start Rules for their upcoming Valiant Universe RPG on a clockwork basis. Timeliness is a rare thing in the tabletop industry, but CGL has made it three for three so far, which is pretty impressive. This third PDF continues the trend of looking at the Harbinger Wars event from last year. However, this time the PDF puts you and your friends in the role of Generation Zero – who really hasn't seen much attention since Harbinger Wars, save for Monica Jim, who was hanging with the Renegades over in Harbinger. Of course, all that is about to change with Armor Hunters, as they're getting their own mini-series for the event! This means the Harbinger Wars: Generation Zero QSR is perfect for both curious tabletop gamers and longtime Valiant fans, as it gives you a timely chance to reacquaint yourself with characters who are going to get the limelight thrust on them very shortly.
Like the Bloodshot QSR supplement, the Generation Zero PDF does not contain the rules for playing Valiant Universe RPG – this is JUST the adventure and character sheets. If you want to play the game, you also need to download the Unity Quick Start Rules, as everything needed to play a game is in that PDF. Don't worry – it's free too. In fact, by this point you should have three free PDFs for Valiant Universe RPG (almost seventy pages of content), and CGL still isn't done yet. It's insanely awesome how much free content being given away for this game. Aside from Wizards of the Coast's upcoming free release of Basic Dungeons & Dragons, this is the most free content I've seen released for a game ever. Anyway, make sure you definitely have the Unity QSR, because otherwise this PDF will just be something to read.
The Generation Zero PDF lets you play as four of the characters: The Telic, Little Castle, Animalia and Chronus. There are other members of the team, but they are not provided here statwise, either as PCs or NPCs. It's also worth noting that previous PDFs contained fairly straightforward powers like Harada's psychic blast or Bloodshot's ability to regenerate. In this PDF we get some more esoteric abilities, like Chronus having D8 in leadership and Tactics or Tellic having d10 in Pattern Recognition. It will be interesting to see how players decide these powers will be used. Of course, the full core rulebook will define these for us, but in the meantime, less direct abilities like these and how they work will have to be determined by individual groups. For us, we had Chronus be able to give his Leadership die to an ally and his Tactics die to an enemy instead of the die they would normally roll. Tellic's Pattern Recognition became the ability to declare what an antagonist was going to do on their next turn. Now, that doesn't mean your game will use these powers the same way – it's just how they played out for us. I'm very interested to see the different ways these abilities are used in everyone's games and whether or not the core rulebook really will lock down powers with tighter definitions.
The adventure in this QSR is pretty different from previous ones. It cuts around a lot in Valiant continuity and even changes it a bit. For example, there's no Bloodshot to be had in the escape from project Rising Spirit, and he's the core reason that even happened. This is actually a good thing, because it shows CGL and Valiant are fine with not sticking to the canon script and letting PCs make their own Valiant Universe, and it also lets the adventure be streamlined and focused on the PCs. If Bloodshot was here as an NPC, he'd overshadow the PCs, and if he was playable, everyone would want to be him instead of a G0 kid simply because, well, he's Bloodshot! This change in storyline really lets the focus be on the Generation Zero kids, which is where it needs to be.
There are four parts to the adventure, each with multiple scenes. Part one is the false promise of escape from Project Rising Spirit. Part two is the real thing. Depending how good your team is (remember everyone takes a turn at Narrating in Valiant Universe RPG), these events might seem a little too repetitive, so absolutely be willing to mix things up and keep them from being a straight dungeon crawl hack and slash type affair. Part three has the Generation Zero team taking over a Las Vegas casino and then defending it from covert ops and psion teams. Part four pits them against some generic Hard C.O.R.P.S. members and ends via an encounter with Toyo Harada… whose stats are not in this packet.
Overall, the Generation Zero QSR is well done, but I think it is the one gamers and Valiant fans will find the least interesting of the three so far. This is mainly because the characters aren't as well known or defined as the "A-List" characters we've seen so far, and because the adventure is mostly running and fighting, but hey – it's a super hero RPG, right? It's obviously not going to be as "talky" as Call of Cthulhu or World of Darkness games. I do think it was smart of CGL to highlight some lesser known characters, so that potential purchasers of the final Valiant Universe RPG product won't feel like they have to play the big guns. The more unusual powers for these character will also either really intrigue or disappoint players, based on how creative they get with their potential usage. So while the Generation Zero QSR still has me personally excited for the eventual full release of Valiant Universe RPG, I think that this one isn't going to be what some people are looking for. Still, it's free and it's definitely worth getting. Just remember that this one is going to play out different from the Unity and Bloodshot releases, so go in expecting some notable differences rather than something more formulaic.
[4 of 5 Stars!]
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Shadowrun: Bullets & Bandages
robert l.
Verified Purchaser
Date Added: 06/08/2014 18:37:57
Compared to the previous underachievers released from Catalyst Game Labs i.e." Stolen Souls"..what we have here is a good basic and solid book that covers a somewhat forgotten area of shadowrun..getting shot. It usually you take damage and bring out the nebulous medkit or stimpatch and voila your back in the game. I like having information that covers this part of the game and speaking as a real life medical lab technician, I kinda like to have this sort of information at hand not to mention it complements well doing the whole extraction deal so now we can actually do something this aspect of the game. I am usually hard and rightfully so for catalyst game labs for there fluff fill and maybe a little useful information at the end of the book, but on this one catalyst finally got it right and I would recommend this e-book even thou be warned the information in this book is considered unofficial where the game conventions are concerned,,none the less I would recommend this e-book for the price as a buy for any player or gm alike for 4th or 5th edition shadowrun
[4 of 5 Stars!]
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Shadowrun: Bullets & Bandages
Alexander L.
[Featured Reviewer]
Date Added: 06/06/2014 07:18:23
Originally posted at: http://diehardgamefan.com/2014/06/06/tabletop-review-shadowr-
It's about time DocWagon had the spotlight thrust on it, don't you think. I've played a DocWagon character back in the FASA days of Shadowrun. He was a purely defensive character and the other players grew to love having the equivalent of a D&D cleric on the team. Heck, when my rabbit was sick for over a year with a mystery disease, someone over at Harebrained Schemes (creators of Shadowrun Returns), made him his own DocWagon Platinum card which is still really sweet. Now, we have a supplement for both Fourth and Fifth Edition entitled Bullets & Bandages which gives a modern take on a pure medic character. Everything old is new again!
I'm glad that Bullets & Bandages is designed for the two most recent versions of Shadowrun as it allows more of an audience to make use of this little supplement. Speaking of supplements, this is the first I can remember referred to as "Shadowrun Options." Now what this means, is that everything in Bullets & Bandages, from the mechanics to the new abilities are NOT not considered official rules. This is a bit odd. Usually it's third party releases for games that's aren't considered canon rules and the like for a system. This is the first I can think of where a first party publisher released something that it's canon or official and I'm trying to figure out how and why this was released. After all the supplement clearly states, "They will not be used in official products, Missions, or allowed in tournament play." This of course means you will never see or hear from this piece again making this a truly odd piece indeed since Shadowrun releases LOVE to cross-reference each other. Like I said, I can't fathom why this was released if CGL is essentially saying, "Well, WE will never use it, but you can." That really reduces the potential target market for B&B, but makes it no less interesting as a curiosity piece.
Bullets & Bandages starts off in the usual manner – with a piece of JackPoint fiction. You get a nice look at a "Welcome to DocWagon" speech by one David Hill. I found this amusing because of course, David Hill is a writer for multiple RPGs (best known for World of Darkness I would think) and has even contributed to Shadowrun in the past. I'm not sure if this was an intentional in-joke or just a happy coincidence, but there you go. Anyway, the speech takes a look at what a DocWagon employee must go through, and is interspersed with commentary from the runner community at JackPoint. The fiction piece is really well done and it's a fantastic look at the AA Corp. It's also been a long time coming.
The rest of the piece (from page 9 through Page 23) are all new mechanics. Fourteen pages of new mechanics just for medics does seem a bit odd and perhaps overdone, which may be why CGL made B&B completely optional. After all, Shadowrun does take the occasional flak for being too mechanics heavy as is. There's no real reason to add a metric ton of new mechanics when the much lighter version of medicine and healing works just fine. I have to admit I personally wouldn't some of the rules in this piece, as they are very pedantic, reeks of overkill and will definitely stymie newcomers who are probably overwhelmed by the amount of mechanics the Sixth World is filled with but there are some that might want to use these, so let's take a look at them.
The mechanics half of B&B starts off with some fantastic advice on "Building a Medic Character." You've given all sorts of suggestions, depending on what type of medic you want to make, what metahuman races work best and how to build a decent Awakened medic. Skills, Qualities and gear are also discussed with some detail. There is some great stuff to be had here and it's certainly worth a read. The Qualities are sure to raise an eye – especially Pregnancy. I really liked the Skill Rating charts for Biotech and it was fun and interesting to see how different 4e and 5e are in this regard. It's a great example of how different, and yet similar, the two editions are. This is followed up by a page of "Advanced Biotech Rules." This page highlights the simple and complex actions your character can take via the Biotech skill. Short and sweet.
"Care Under Fire" makes up a huge part of the mechanics and it is here where the piece falls apart for me. It's just too much rules and roll-playing over Role-Playing for me personally. The new (thankfully not canon) damage progression rules not only changes the game into constant dice rolling, but also kind of forces your team to have a Medic character on the squad or watch everyone die slowly and horribly. It really feels like trying to shove the idea of a medic character down the game's throat to the point where people will view the idea with disdain. Generally when you try too hard to put something over, it causes the opposite effect that you were hoping for. It's just too much dice rolling for every little medical nuance. For the most part these rules replace good old common sense and actually role-playing your characters. Instances where any other game would be, "Well, my character does this" and in turn act out or describe the actions being taken, are boiled down to a dice roll. In essence, it turns the game into D&D/Pathfinder skill checks and I'm not down with that. You shouldn't have to roll a Cybertech + Logic extended test to freakin' upgrade your medkit. That's something that should be acted out and it's certainly not something you need to roll for. I have to admit, by the time I was done with Bullets & Bandages I was very, VERY thankful these rules will never been seen again outside of this piece and some homebrew games I am not a part of.
After "Care Under Fire," the piece goes back to being a pretty good. You have a whole host of new "Drugs, Toxins and Pathogens," (Six, four and three respectively) which I'm sure you and your team will be able to find very creative uses for. There are also two new spells and three adept powers worth mentioning. Death Replay will be very helpful for any investigative type missions, although it might be a tad too powerful in that regard. Incision is obviously for medical uses, but there can be a sadistic side to it too, such as constantly opening and reopening cuts for abuse or torture. The new Adept Powers are Feign Illness, Feign Death and Transmit Damage. The latter two will find the most use in play. This is followed up by some new gear, armor and drones. That's your supplement chummers.
Overall Bullets & Bandages is an interesting piece. Aside from "Care Under Fire", the piece is really well done and thought out. A lot of the new mechanics won't be of interest save to gamers whose sessions are more die-rolling than role-playing, but even then as nothing in this piece is canon or will be used in further supplements or any official products, it's hard to recommend this piece, even at five dollars simply because it's more a curiosity than anything else. That said, B&B does have some well written pieces outside of the mechanics part and it's great to see medics and DocWagon getting some spotlight time. Aside from the one section I couldn't stand, B&B is fine for those us who shy away from a 100% canon and metaplot oriented game. Just remember not to get too comfy with these ideas, rules or abilities outside your own game though, as if you play with someone else or go to a convention or a Shadowrun Missions, you won't be able to use these and perhaps even your character. Overall, the good outweighs the bad here and it's always nice to have more options.
[4 of 5 Stars!]
Shadowrun: Bullets & Bandages
Megan R.
[Featured Reviewer]
Date Added: 06/04/2014 10:06:17
Sometimes (always?) a shadowrun doesn't go quite as smoothly as you might like. Sometimes, you'll get hurt. What then?
This is an optional extra to the core rules that takes a closer look at the whole area of combat medicine, Shadowrun style. It will suit groups who are interested in bringing the after-effects of being injured into centre stage within their game, rather than leaving treatment and healing as downtime activities that are handled 'off screen' between gaming sessions.
Opening with a piece of fiction describing an injured 'runner seeking help, the work is filled with atmospheric in-character snippets including a run-down of the DocWagon organisation... and even a portion of DocWagon's introductory training module for armed medical response operators. This gives a good run-down of what they do, the personnel that make up their 'High Threat Response' teams and a genral overview of the entire operation. Armed with this information, the next encounter with one should be interesting for the party (and, of course, potentially life-saving if it is a party member who is in need of aid).
Next is an article on creating a 'combat medic' character for Shadowrun. Naturally a group interested enough to start using this supplement might feel the need of one for their team, there is even potential given the previous article for a whole campaign to be developed around a DocWagon team. In the past I ran a campaign which was based on a turf war between DocWagon and CrashCart, and have played a combat medic character attached to a team akin to an FBI Hostage Rescue Team under Shadowrun rules... both concepts worked well, and are worth considering if you want a slightly different slant on your game from regular shadowrunning.
The suggestions made give some good indications as to how to build a 'combat medic' character and the notes cover both Shadowrun Anniversary Edition and Fifth Edition, making this supplement useable with both rulesets. A medic can rely on technical training in emergeny medicine or on magical healing by a variety of routes, or an extremely potent healer could br built by combining both scientific and magical medical techniques and training. There are also notes on the specialist equipment such a character might need and even a range of Qualties that are not just for the potential medic but for any character in a game where ongoing health is intended to be a feature in play rather than a background thing dealt with in downtime between missions. There are even options for female characters to be pregnant or for anyone to have a chronic illness or be suffering the effects of advancing years.
Next come some advanced biotech rules to cover the actions of a skilled medic in diagnosing and treating whatever injuries or illnesses might present themselves. There are also rules to cover the delivery of medical care under fire. There is a lot of detailed information here but it all flows in a surprisingly clear manner once you get your head around it. Both GMs and players with medic characters ought to study this before the game begins, so that gameplay does not stall whilst rules are consulted.
Finally there are rules relating to medkits and a selection of new drugs... also toxins and pathogens, complete with their effects. There are also some new medical-related spells, adept powers and equipment.
If you want to make medicine - particularly emergency field medicine - to feature in your games, this will equip you with all you need to make it happen.
[5 of 5 Stars!]
Shadowrun: Stolen Souls
Alexander L.
[Featured Reviewer]
Date Added: 05/26/2014 08:41:05
Originally posted at: http://diehardgamefan.com/2014/05/26/tabletop-review-shadowr-
Throughout Shadowrun, Fourth Edition, we saw hints and teases that something wasn't right with FastJack, and perhaps a few other major players in the Sixth World, but it wasn't until Storm Front where we got some definite confirmation as to what was going on. Apparently FastJack, Riser, Plan 9, Miles Lanier and several other metaplot characters picked up a disease that was somewhat reminiscent of developing Dissociative Identity Disorder. Except that this second personality appeared to be a second individual inhabiting the same body and slowly taking it over. Stranger yet, it wasn't a disease as we know it, but something that appears to have been transmitted via technological means. Since then, Riser and Fastjack have all but disappeared, while Plan 9… seems to have his/her/whatever's act together due to the rampant paranoia it has always lived with. Still, this vague threat of body snatching remained even more in the shadows than most runners. Characters and players alike were in the dark as to what was going on – until now.
Stolen Souls is our first real look at not only Cognitive Fragmentation Disorder (CFD for short), but also our first real major plot line for Shadowrun, Fifth Edition. Although I liked the idea, I'm torn on the follow-through. You get roughly ninety-five pages of Jackpoint metaplot fiction on CFD, its possible origins and the many failed attempts to cure it. What, you thought they could fill two hundred pages on a single topic like this? Not hardly. The rest of the pages are on two very different topics. The first is a very nice look at Manhattan and some attempts to tie it into CFD by the very random decision of having a ton of CFD research occurring on the island, which makes absolutely no sense in or out of game because obviously you'd want to have an easily spread, incurable disease concentrated in the most densely populated area in North America. That makes SO MUCH SENSE! I loved the write-up of Manhattan proper, although this piece would have been better two Shadowrun Missions seasons ago, when the focus there was on New York. What's here is really well written, except for the bad attempts to tie CFD research into Manhattan, because it is flimsy and nonsensical. Otherwise, the Manhattan piece is fantastic. It's got a great travel guide, all sorts of extremely useful sidebars and it's one of the better city guides CGL has put out for a location. Now, it could have been better with some maps or if the CFD bit had been excised. Manhattan's guide would have stood out more (and possibly sold better) had it been a supplement on its own. I'd have rather seen this space go to the Sioux Nation, which would have fit in a lot better with the previous CFD information (no spoilers as to why) and so things would have flowed better thematically instead of feeling like you had three very different supplements crammed into one sourcebook. So, mostly positive thoughts to the forty pages given to Manhattan, and if you've ever wanted to run a Shadowrun campaign there, this section alone might be worth the large price tag associated with this. Although it is a hard sell if all you want are forty of the two hundred pages in this collection.
The third section (I know we haven't covered the first, bear with me) is roughly fifty pages on how to extract someone, be they willing or unwilling. This is divided into two chapters, "Stealing Living Goods" and "The Extractor's Toolkit." Now, both sections are really well written, but again, they have next to nothing to do with CFD, and thus they would have been better off as their own supplement instead of creating a patchwork sourcebook like this. Long time veterans of Shadowrun probably won't find this section very useful at all, but only because they've been doing runs so long, all of this is old hat to them. Still, it's very well written, and even if you "know it all" already, it's a fun read for the fiction and Jackpoint commentary. Who knows – you might also learn something after all!
Where the extractor bits are really useful are for people new to Shadowrun. Fifth Edition is less than a year old after all, and in theory, it plus the video game that was released in 2013 SHOULD have brought in a lot of new players or returned some out of touch veterans back to the fold. It is for these gamers that the third part of Stolen Souls is written, and it's something they definitely should read. It's a great way to learn HOW to do various types of extraction runs, and you even get specific looks at poisons, chemicals, powers, spells and techniques that will help an extraction go a lot smoother than just busting into a joint and shooting anything that moves. Again, these two chapters on extraction are wonderful, and I'd highly recommend them to anyone new to Shadowrun. Again, if the price for this piece wasn't so high, I'd say newcomers almost NEED this. So once more, we see that Stolen Souls would have been better off as a set of three smaller supplements rather than one large disconnected sourcebook. I honestly think CGL would have made more money going this route, and Shadowrun fans would be a lot happier, as they could have picked one or more that the needed/wanted instead of being saddled with three very different pieces merged into one expensive book.
So now let's go back to CFD. You're probably wondering why I covered the other two parts of the book first, rather than the beginning part, which also happens to be the title attraction. Well, the previous two bits are shorter and thus easier to talk about. The commentary is also mostly positive, and I'd rather begin a review on a high note. Which obviously means I'm not quite happy with the CFD section. There are a lot of reasons for this. The first is that CFD is pushed too hard, too fast. From the writing, you know that the disease is unstoppable, incurable and will plow through its victim like Goldberg in an old episode of Monday Nitro. There is no hope. Also, it's spreading incredibly quickly, no one knows how, and there are huge infirmaries filled with nothing but CFD sufferers. From the text, it's easy to assume that the disease is so big, like one out of ten or a hundred people has it and it's only going to get worse. Yet SOMEHOW, the governments and megacorps are hiding it from the general population. The writing, while excellent in style and tone, just isn't believable. CFD is like Invasion of the Body Snatchers, the superflu, Ebola, HIV and the Black Plague rolled up into one massive pandemic. The problem is you can't actually hide a pandemic. CGL wants to have it both ways – a crazy unstoppable disease plowing through metahumanity, yet the general populace is woefully ignorant of it. It just doesn't work the way it is written. It's totally unbelievable, and when this is the thing that, after five editions of playing Shadowrun, breaks my suspension of disbelief, you know something is wrong here.
Now, the idea of CFD is solid, and the original build up to Stolen Souls was really well done, but this was a cluster of immense proportions. If you're going to devote a hundred or so pages to the idea and then tell GMs "Oh, there is no canon known cure yet, so don't infect PCs with it unless they specifically ask for it," you know the idea has not been thought out in terms of actually PLAYING through this sub-plot. This is a regular problem with Shadowrun, and aside from the heavy mechanics, this focus on writing the metaplot over people actually playing the game really is the system's big Achilles Heel. I don't think anything showcases this underlying issue with Shadowrun more than the CFD section of Stolen Souls. This could have been done so much better in a myriad of different ways. They should have kept the build slow and subtle. A slow burn on the rise of CFD throughout many sourcebooks, with little hints both in metaplot and mechanics on how to deal with it. Then they should have done the massive sourcebook on it, but also provided GM only information on possible cures and/or fixes. By not providing this information right away, CGL has committed multiple grievous errors. The first is that they are fleecing gamers, who will now have to purchase one or more books to get the canon cure. That is not going to set well with a large percentage of Shadowrun players. They're going to look at this as bait and switch, more or less. The second is that some GM is going to ignore the books strongly worded advice about not infecting players with CFD and thus screw over a character because they will play it to the letter that THERE IS NO CURE and cite all the possible examples in the book and how they have failed. CGL has forgotten that there are a lot of BAD GMs out there that view a game as Players Vs GM (as some players do) and/or that a game is something to win. By not providing a back door out of CFD immediately, there will be some games torn apart and some players left with a bad taste in their mouth regarding Shadowrun – perhaps bad enough that they stop playing altogether. Finally, vry few gamers are going to even want to touch the concept of CFD and put it into their game since Stolen Souls offers a comprehensive but ultimately incomplete look at the disease. A decent amount of Shadowrun gamers follow the metaplot extensively and tailor their games around it. As such, they won't want to touch CFD until it is fully fleshed out and defined, because otherwise their group will come up with a solution that doesn't fit canon and OH NO! More than any other system I have ever encountered, Shadowrun gamers seem afraid to go off the beaten path and not follow the canon metaplot provided. Not this isn't all Shadowrun gamers. It's just there is a noticeably higher proportion here than with other systems I talk to people about or play. This is mainly because Shadowrun puts the metaplot over playing the actual game and regularly drives this perception home with nearly every release done for it in the past few years. Sticking to the metaplot isn't bad, but when you know your players are wont to do that, you can't just trail off and go "Nanite Boogeymen are going to get you. Pay $25-45 now and more down the road if you want closure!" as this is absolutely the wrong way to do things if you want to keep fans of your product happy. Still, there has never been a better impetus for homebrewing your Shadowrun world than CFD as it is presented here.
What changes needed to be made with the disease? Well, a lot. It shouldn't be able to pretty much do anything and infect this many people so quickly. The disease should take longer than 30-60 days to fully subdue the original personality of the meatbag it now inhabits. The disease shouldn't infect some people other than the "undead" of the Sixth World. It would have been nice if it only infected those with Cyberware, making it a better disease metaphor. Sure, you don't get the enhancements, but you don't risk CFD. The fact that the disease can infect mages and especially physical adepts (and then use those powers after it has taken control of the body) just makes it too insanely powerful for most people to even think about using. It definitely should be a far slower burn, with less people infected than the text indicates. As I've said, you can hide a disease when it first occurs – you can't hide a freaking pandemic. As the CFD bits go on, the disease goes from a fun concept to creep players out into something that feels like something a bunch of gamers came up with when high or drunk. "Dude, you know what would be cool? If there was X that did Y and Z." Concepts like blinder, balance and how the end product might actually effect things rather than sound cool are definitely missing here. It would be one thing if this was a brief, cheap supplement that merely highlighted a growing problem starting to reveal itself in the Sixth World. It's another thing entirely to throw all this at an audience at once without any true insights, ways to really use the concept in an actual game or some sort of end game resolution.
So how could this be salvaged? Well, I'm not sure. Unless you pick up Shadowrun releases just to read rather than implement, the only way to do so is to utterly ignore CFD until CGL has completed the storyline and then go from there. However, this is some pretty pricey fiction if you go that route, and as we've seen with things like the Vampire subplots, they can drag out for years without being touched again. Is there another way to CFD could have been tackled in a way that Shadowrun fans of all walks could have used and even enjoyed this information? There certainly is, although I'm not sure if it can work now. That would be to go the artifact collection route. Remember a few years ago when Shadowrun had a series of interconnected adventures about collected ancient magical artifacts and then followed it up with Artifacts Unbound? That's what they should have done here. With each adventure, the CFD outbreak would grow noticeably worse. Leaving players hanging regarding a cure would have been more acceptable (and perhaps even fun) as readers and players alike would know resolution was coming quickly and that they could actually take active part in the storyline if they chose. Hell, players could even get infected with CFD and not feel like they have been screwed without a lifeline. They would know a fix would be coming in a soon to be published sequel. GMs could actually USE CFD in their campaign without players worrying about contracting it, or conversely, going "Meh. I know I'm NOT going to get this because I've read Stolen Souls." What we have now is a juggernaut of a disease that takes only a month or two to wipe out a person, and that you can only interact with it in your game via NPCs, thus making the PCs little more than window dressing to the entire concept. What we could have had was a whole host of ways to integrate CFD into a subplot or even focal point of a campaign, while still being an entertaining metaplot read. CGL could have printed money hand over fist and reception would have been a lot kinder than what Stolen Souls is getting. This was a great idea, badly damaged by poor execution and follow through, and it will be interesting to see how/if CGL can salvage this or if we have another Amazonia/Aztlan War dud on our hands. Of course, all that said, Artifacts Unbound dropped the ball in some ways too, which leads me to believe that perhaps we have a larger problem at CGL – where ideas are thrown out and partially developed, but no one thinks out a conclusive ending or solution at the very beginning (which can evolve organically over writing and releases) and thus things fall apart big time at the end like this. This no real canon solution or explanation with CGL products would be fine if, like other games that did this, the metaplot wasn't pushed as hard or as if it was the crown jewel of the system. Unfortunately, that isn't the case here. So either Shadowrun has to start coming up with decent (or better) endings to their pretty awesome beginnings, or they need to really loosen the grip the metaplot has on the game. It's one or the other people.
So yeah, instead of pushing CFD slowly in an entertaining fashion that any fan could enjoy on some level, we've been given a massive tome that is naught but Jackpoint metafiction, which reinforces the idea that Shadowrun is to be read and not played, and I can't think of a bigger disservice done to gamers than what we've been given here. This is all the more unfortunate considering how good the Manhattan and Extraction bits were. As good as they were though, the execution of CFD just kind of ruins the overall quality of Stolen Souls; perhaps more so when you remember that this was the marquee of the piece. Am I pretty unhappy with the CFD section? Yes and no. The writing is top notch, and I enjoyed it as a fiction piece, but as a player the believability, brief mechanics, development of the idea and the corner CHL has backed themselves (and players) into is total crap. Can the idea of CFD be fixed and perhaps even made enjoyable as a playable component of Shadowrun after Stolen Souls? I'd like to think to so, but I think this was absolutely the wrong way to showcase CFD as well as write about it.
I do want to say that the CFD bit is not ALL horrible. The writing is pretty good, as if the author(s) is making the best of a bad situation left for them to clean up, and if this was straight up Shadowrun fiction like Another Rainy Night or Neat, I'd have been much happier. Novellas don't change the face of a game I'm playing after all. I really liked how comprehensive things would start out, such as all the tests for cures, Clockwork's attempt to find Patient Zero and Butch's commentary on the disease. But then a pattern of dropping the ball begins to emerge. No cure even begins to appear to work. It just kills the victim dead. No patient zero is found. No conclusive leads to any Megacorp is given (However the GM only text at the back of the book names the two corps the canon metaplot will be leaning towards, which is a rather bizarre aside to give after all this page count devoted to a lack of credible findings) and so on. Again, there are so many ways this could have been done better, with plot threads dropped or some quality foreshadowing provided. We didn't get that though. Instead, we got a concept pushed down our throats so far, that it is impossible to swallow.
Overall, Stolen Souls gets a thumbs in the middle. There are two great sections and one really poorly done one. It sucks that all three are thrown together into one big hodge podge of a book with a pretty high price tag instead of being released as three separate supplements that would have found a larger (and more receptive) audience overall. I can't really recommend this as a whole, and I can't think of an aspect of Shadowrun I've been this disappointed by, save for bits of Storm Front. I'm really hoping CGL can surprise me, turn the CFD concept around and save it, because right now it's basically radioactive in a way the majority of Sixth World gamers won't want to put it into their game until it's been thoroughly cleaned up. At least the Manhattan and extraction bits are really well done. It's just too bad they are lumped together with the CFD bit.
[3 of 5 Stars!]
Click to show product description
Shadowrun: Stolen Souls
Andrew M.
Verified Purchaser
Date Added: 05/24/2014 17:30:52
Stolen Souls picks up the metaplot threads from 4th-edition's Storm Front and brings them into the current 5th edition. Once again, there is something weird and creepy happening in the Sixth World (a nanite-carried virus that overrides your personality), which might be bad news for your Shadowrunner down the road, but will certainly offer ample opportunity for profit in the meantime. This book is mostly fluff, but in my opinion it's the fluff that makes the Shadowrun universe so appealing, so that's a good thing.
The book covers what's going on with the nanite-virus (and it's Shadowrun, so theories abound!), but also serves as part settings book and part deep shadows book. The settings chapters focus on Manhattan, whose power structures are in flux. Players who ran through season 3 of Missions will recognize callouts to various runs, which I thought was a nice touch. Additionally, there are various ideas and rules for extractions, which are probably the second-most common type of run out there, after simple theft. The usefulness of this section is probably campaign-dependent, but if you run the "standard" array of Shadowruns, extractions will certainly come up at some point.
The crunch that is in the book (a few drones, some new vehicles and vehicle mods, and drugs/toxins) is handy, but no one would mistake the level of crunch is this book with the 5th edition's Street Samurai Catalog.
Overall, the writing is very good, probably the best writing I've seen in a 5th-edition product. The mood of Jackpoint (a loosely affiliated group of successful Shadowrunners) is dark, sometimes panicky, and it's conveyed very well.
[4 of 5 Stars!]
Shadowrun: Stolen Souls
robert l.
Verified Purchaser
Date Added: 05/22/2014 23:21:55
overall its not a bad product that is rich in idea but thin, very thin any actually useful material to player and gm alike. The layout for new york was not bad but with only 1 map, it can not be considered a worthwhile source, its lack of source material on utilizing the cfd nanovirus is ridiculously thin and makes many veiled references back to the augmented book in 4th edition without providing any relevant material on nanotech in this book its not worth the money to purchase, just stick with 4th edition shadowrun augmented book and transpose as necessary an save your money. The book is 3/4 filler material that belong in a novelette and some source material for new york without any maps to make it useful and only 2 pages out of 202 pages of the that actually refer to the cfd nanovirus in any sort of way. End result is this product is not ready for prime time. Save your money and DO NOT BUY!!
[2 of 5 Stars!]
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- Filed Under
Ruth Lilly, who has spent most of her wealth in philanthropic endeavors, does not go through the usual means of doing charitable works. Instead of giving money to non-profit institutions, she gives directly to those who need it through the administration of the Ruth Lilly Philanthropic Foundation.
Lilly has given millions to philanthropic causes and has many buildings and centers named in her honor, including:
> Ruth Lilly Medical Library at Indiana University-Purdue University, Indianapolis ...


text:
Letra de FATHER
Letra de Acho Manzi (Homero Luis Manzione)
Musica de Juan Cedrón
Compuesto en 1996
Translation Nora Kreimer
All rights reserved
It was only yesterday that you were a giant, good and sad...
What ruthless claws took you away from me?
You left in an instant, when my soul was reaching you,
And needed you to go on.
I recall that sad day, sadder than any other,
You called me to your side to say good-bye;
You placed your name with my name in my hands,
You talked to me behind a huge tear from man to man.
Father, who forsook me,
And who time has taken far away from me!
I need you by my side,
I need some advice
I never heard from you.
I know you'd be my friend,
And the sweetest witness
Of all I have lived!
I know that I need your hand,
In the long way
That opens up before me!
Your hands become long, your eyes become shadows,
And you never surrendered your way of living.
Sometimes I'm surprised by people who name you,
You never accepted having to go away.
Your time is my time; they're both part of history.
Your struggle beyond ideologies has left behind a whole continent
Of people who listen to you, of youth, of friends,
Of a world without oblivion,
Of a whole world entirely for me!
Los que vieron esta letra de tango también vieron:
- Letra de SANGRE MALEVA (COMO LO CANTA ÓSCAR LARROCA)
- Letra de NO VALE LA PENA (TANGO)
- Letra de SEÑOR DEL COMPAS (TANGO)
- Letra de PRINCESA DEL FANGO
- Letra de VAYAMOS A AQUEL BAR
- Letra de DESCORAZONADO
- Letra de SOY EL CANTOR DE LA ORQUESTA (TANGO)
- Letra de SEÑORA
- Letra de TE ESTOY AGRADECIDO (VALS)
- Letra de MI LINDO CAJABAMBA (VALS PERUANO))


text:
I saw some bad reviews. I was wondering if I should even book this hotel. But I did and the management was friendly, and very helpfull. I was very glad I did book this hotel one night on November 6, 2012. It was a very good stay and the hotel was very quiet. I would recomend this to everyone. I had a truck and trailer and even had a good place to park this. If I could I would give it 10 Stars!!!!!!!Like this review?Yes|Flag Abuse
Country Hearth Inns and Suites
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Property Location With a stay at Country Hearth Inn Lomira Hotel in Lomira, you'll be within the region of The Golf Club at Camelot and Mayville Historical Society. This hotel is within the region of Mayville Golf Course and EAA AirVenture Museum.
Rooms Make yourself at home in one of the 60 guestrooms. Complimentary wireless Internet access keeps you connected, and cable programming is available for your entertainment. Conveniences include safes and desks.
Rec, Spa, Premium Amenities Enjoy a range of recreational amenities, including an indoor pool, a spa tub, and a fitness center.
Dining A complimentary continental breakfast is included.
Business, Other Amenities Free self parking is available onsite.
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- With a stay at Country Hearth Inn Lomira Hotel in Lomira, you'll be within the region of The Golf Club at Camelot and Mayville Historical Society. This hotel is within the region of Mayville Golf Course and EAA AirVenture Museum.
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DO NOT STAY HERE!!! We wish we would have read the ratings first if we did we would have stayed in Fon du Lac and made the drive!! This was the dump that was reserved for a wedding we attended in the area on 08/27/2011. When we booked the room a few weeks earlier we we told the motel had a pool and a working spa. When we arrived to check in we saw that the spa was empty and we were told it had been broken for some... view moreLike this review?Yes|Flag AbuseProvided by Citysearch
Read postings from other web sites and you will under stand. The ownership of this facility is rude and inconsiderate. AVOID AT ALL COSTS. Stay in Fond du lac only a couple of miles away.Like this review?Yes|Flag Abuse
The manager was extremely rude. We had to cancel because we had a family member that went to the hospital. They resused to drop the charges. They asked for a copy of the medical records for proof. WHAT A JOKE. Read some of the reviews on other web sites and you will under stand. I could not even find one that was even remotely positive. Every review was negitive. NEVER STAY HERE!Like this review?Yes|Flag Abuse


text:
Chocolate Cinnamon Squares
22 Oct 2009
However you tag these chocolate cinnamon squares, they are simply addictive. This chocolate cinnamon squares recipe is definitely worth your time an effort. You are likely to turn a sweetheart instantaneously!
|All purpose flour
|2 Cup (32 tbs)
|Baking powder
|1 Teaspoon
|1⁄2 Cup (8 tbs), softened
|1⁄2 Cup (8 tbs)
|1 , slightly beaten
|1 , separated
|1⁄3 Cup (5.33 tbs)
|Ground cinnamon
|1 Teaspoon
|Semi-sweet chocolate morsels
|6 Ounce (1 Package)
|Chopped pecans
|1⁄2 Cup (8 tbs)
Combine first 4 ingredients in a large bowl.
Add butter, shortening, egg, and egg yolk., mixing well.
Press evenly into a lightly greased 15- x 10- x 1-inch jellyroll pan.
Beat egg white slighdy, and brush over mixture.
Combine 1/3 cup sugar, 1 teaspoon cinnamon, chocolate morsels, and pecans; sprinkle over bottom layer.
Bake at 350° for 25 minutes.
Cool and cut into 2-inch squares.
Recipe Summary
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Chocolate Cinnamon Squares Recipe


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Logitech announced an iPad mini version of their Ultrathin iPad keyboard/case. The thin device combines protection with an integrated flip-up keyboard.
The keyboard utilizes the mini's magnetic cover system for Apple's Smart Cover. Like the larger version, the keyboard also offers functions keys, in addition to an instant on/off feature. The on/off feature works similarly to the Smart Cover, where the iPad will wake/sleep when opened, but also the keyboard will switch in/out of standby mode. The keyboard battery is rated for about 3 months of usage.
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Get it Here : http://pokeroms4u.blogspot.com/
In the Pokémon™ Conquest game, you take on the role of a young Warlord who is linked with a Pokémon. Together with your Pokémon, you must set out to recruit Warrior allies to strengthen your growing kingdom. Along your journey, you will encounter a variety of Pokémon, as well as Warriors and Warlords inspired by the Japanese feudal era which fans of the famous Nobunaga's Ambition series of games will recognize. The game contains nearly 200 Pokémon, including many from the Pokémon Black Version and Pokémon White Version games, which have sold more than 4 million copies combined in the U.S.