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Ravaged Planet
Alderac Entertainment Group
Megan R.
[Featured Reviewer]
Date Added: 10/28/2014 09:15:04
This, the Player's Guide for Brave New World, opens with in-character material from the 'DeltaTimes' underground website, setting the scene for the alternate now in which the characters live. It starts where the comic strip that opened the core rulebook left off: the capture of a delta called Patriot who'd been a leading light in Defiance, the dissident organisation opposed to the current state of affairs in America and especially the policies concerning deltas, as superpowered individuals are known in this game. This is followed by Patriot's autobiography which gives a good flavour of the recent history that leads up to the present day. It's a good tale, well told, and ought to give players enough of a feel to know which side - government, Defiance, the Mob, independent operator - they'd like their characters to be on. The clear implication, though, is that all right-thinking deltas will join Defiance.
Next, and still as pages from an in-character website, Crescent City is described. This is the base setting for the game, a city that arose on the ruins of what was Chicago. It covers the city layout, government, police and other things anyone living there needs to know about... notable buildings, public transportation, even a few locals. A city plan would have helped, though.
If you'd rather go further afield, the next section looks at the United States of America as a whole. This section (and we're still reading web pages!) is very city-oriented, but gives a run-down on the current state of affairs in the major cities that even non-Americans can probably name. It ends with an overview of the general state of the union and the sort of people you'll find there.
Next, we stray - still on that website, DeltaTimes - even further afield into A World of Hurt. Everything's been about America so far, here we can read about how the rest of the world is faring. It's a motley summary of various parts of the world in roughly alphabetical order and again biased towards cities in each country described. Deltas are urban animals it appears.
This flavour text, informative and enjoyable, fills over half the book - so it's a bit of a surprise to find Chapter 1: New Power Packages on page 109 of a 160-page book. A pleasant surprise, however, especially if you are finding yourself a bit limited by the selection of packages provided in the core rulebook. It also introduces the Covenant, a delta organisation run by the Roman Catholic Church, and the Schism - renegade Catholics and others, Christian and non-Christian alike - who have shied away from Church teaching regarding deltas and the world as it is today. This of course gives plenty more options for what sort of character you want to play and the adventures he might become embroiled in. There's plenty of detail if fighting the good fight takes your fancy and you want to involve Covenant characters in your game. They have some interesting powers exclusively available to them, based on 'faith' and with interesting names that mean more if you know a little about Christian heritage. If religion's not your thing, though, there are quite a few more general power packages available to any delta. This section ends with some archetypes for the new power packages, and a selection of dramatic artwork illustrating various events and concepts touched upon earlier.
Next, we come to the Guide's Handbook and Chapter 2: The Truth of the Matter. This lifts the curtain on all that has come before, presenting the 'truth' for the game master's eyes only. It is a bit dogmatic about what really happened, but whilst it is open to individual Guides to decide what's true and what's not in their game, it may make the following supplements less easy to incorporate. And there's enough comments about not being ready to reveal certain bits of information just yet to make you - if you like consistent game worlds - want to get hold of them.
Finally there's a Author's Afterword. This talks about the underlying concepts and inspirations for the game, and is again quite interesting especially if you are interested in how a game designer's mind works.
Overall, this is a good 'setting' book that will help everyone in a group get to grips with what the alternate reality that they'll be inhabiting is like.
[4 of 5 Stars!]
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Brave New World
Alderac Entertainment Group
Megan R.
[Featured Reviewer]
Date Added: 10/23/2014 08:23:20
The book opens with a comic strip showing a young girl, newly into 'delta' powers, fleeing pursuit and being rescued, a process that rapidly descends into a brawl in which she's by no means sure who is on her side - aptly setting the scene for a game which melds alternate history and comic book superheroics into a fascinating if grim reality in which America is no longer the 'Land of the Free'... at least, not if you have superpowers.
Still in character, this moves on to facsimile web pages of an underground site called DeltaTimes, a place for those superpowered individuals who do not wish to cooperate with a fascist state to hang out. Taking the premise that the readers are newly come into their superpowers and are trying to figure everything out, the articles here give a lowdown (accurate as far as the game goes, if anarchistic in approach) about what it means to be a 'delta' or superpowered individual in this setting. So an excellent and immersive introduction to an alternate history that begins with the first delta arising on the battlefields of the First World War, superheroes flourishing during the interwar years, World War 2 being quite different with superhero involvement from the get-go, McCarthy chasing deltas as avidly as he did Communists, and finally a new twist on the 1963 Kennedy assassination where JFK survived but his wife did not, leading to repressive laws requiring deltas to register and cooperate with government... and worse, as subsequently Kennedy declared martial rule and continued to govern as a dictator to the present day.
Chapter 1: What You Need to Know cracks the fourth wall with the usual information about what a role-playing game is and how you play one. It's written in a casual style that explains the basics without sounding patronising. It also covers the roles of playing and Guide (the Game Master ) and says that only d6s are used... but a whole bunch of them.
Next comes Chapter 2: What It Takes to be a Hero. This deals with character creation, and takes you through the process in a logical manner, highlighting the need to know who your character is and what makes him tick as he is more than numbers on a page... but those numbers are important so it explains what they all are by reference to the character sheet. Characters are described in game mechanical terms by traits, skills, quirks and powers. Traits are the basic statistics of smarts, speed, spirit and strength. Human average in these is 2, but as you can imagine deltas often exceed that... the number assigned is the number of dice you roll when using that trait. Each trait has a number of skills - things you've actually learned or been trained in - associated with them. Quirks are the little things that bring a character to life, and powers are - as you might imagine - whatever superpowers your character has. OK, all that explained we then get down to the fine detail of how you actually make a character. Two options are presented: use an archetype or build one from scratch. If you are new to the game or in a rush, using an archetype gets you started with a minimum of fuss as all the number-crunching and selections have been done for you. Building one from scratch lets you have a delta that's really yours, even if it takes longer.
If you are building your own character, you start by distributing Trait Points as you please between the four traits. You have 12 to play with, enough to have an above-average 3 in each... or you may wish to boost one or more at the expense of the others. For every point assigned to a trait, you have 3 points to spend on skills associated with that trait. Quirks can be positive or negative: a positive one costs you points you might have spent on skills whilst a negative one gives you extra points... or you may prefer to balance out positive and negative quirks instead. There's a limit of 10 points-worth of negative quirks for playability reasons, but you can have as many positive ones as you are prepared to pay for! Next you pick superpowers which are organised in bundles called packages to give some coherence, rather than just selecting a random assortment of cool powers that do not really fit together. This all explained, there's a two-page quick reference guide to the process. A blank character sheet and a selection of archetypes are followed by several chapters that present skills, quirks, powers and tricks - signature knacks your character has - in great detail.
Next, Chapter 3: The Basic Mechanic, lays out in detail the core game mechanics. Task resolution is based around a single roll, the number of dice used being based on character capabilities, against a target number set by the Guide or an opponent as applicable. The target number gets higher the harder the task is deemed to be to accomplish. It's all quite straightforward, although it places a lot of responsibility on the Guide to set realistic yet achievable targets in order to present sufficient challenge yet keep the story rolling.
The next chapter goes into considerable detail about the skills available, including how to use them and likely target numbers for common uses of each skill. This is followed by a chapter on quirks and how to use them to present a well-rounded character - there's plenty of material here to empower good role-play, although contributions to game mechanics are also signposted clearly.
Then Chapter 6: The Big Throwdown takes a look at combat within the game. It's interesting that this comes before superpowers, but this section looks at the mechanics of brawling - initiatives, combat rounds, actions and so on - rather than every last thing that you might do during a fight, so if you pick a power package that has elements which are useful for brawling (or even designed for doing harm) you will be able to see how and when you will be able to use them within the context of the combat mechanics. Other ways to get hurt and healing are also covered here.
This is followed by Chapter 7: Tricks of the Trade, which explores a wide array of tricks - special things that you can do if you get a LOT of successes on your roll, well in excess of the target number you were aiming at. Here's the opportunity to be spectacular and cinematic. Characters start out knowing three tricks, and can acquire more later on in the game. Most tricks are related to a particular skill, so can only be used when you have that skill and are doing something which utilises it, but there are others which are more general in application as well as ones which, although associated with a particular skill, can be taken and used even if you have not been trained in that skill.
And now at last we get to the really important bit - Chapter 8: What Makes a Delta a Delta. Here superpowers are discussed, and you get to find out what power packages are available. Up til now, everything can be applied equally to a regular human being as to a superpowered one, which is good on two points. Firstly, it shows that deltas are no different from anyone else except as regards their powers, and secondly it ensures that all characters are well-rounded PEOPLE, not a set of powers with a mere glimmering of personality tacked on! It also makes it easy, if you wanted to, to play a regular human - perhaps one which might develop powers later in the game or who works with deltas helping to keep them safe from malign forces in government or elsewhere. There are notes on how to develop your own power packages and the promise that there will be more available in supplements, but the main thrust here is a detailed analysis of the options available.
We're almost ready to go, but Chapter 9: Things Every Hero Needs ensures that characters have all the equipment and other possessions that they need. Costs are based on real-world prices for everything that actually exists, which makes it easy if your character wants something not listed here.
The final part of the player section is Chapter 10: Liberty or Death. This is concerned with the setting and how it relates to characters who are deltas. Scene set, we move on to GM territory, taking the view that people will only ever play or GM this game. Obviously you can only do one at a time, but in many groups people take turns to run the next game so it is difficult to be hard and fast about GM knowledge. This section, however, covers how to organise and run your game rather than revealing any dark secrets, although the next two chapters do reveal things that characters would not know (at least, not when they start out...). The main secret's a biggie... but you'll have to find it out for yourself! There's also some bad guys and other NPCs to round things off.
Overall, it's a fascinating premise repleat with potential, setting and mechanics rolled up into a tidy package that is well suited to those who would like a superhero game with a difference, a core purpose beyond beating up on any passing supervillain.
[5 of 5 Stars!]
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Book 10: Cosmopolite
Megan R.
[Featured Reviewer]
Date Added: 10/14/2014 08:16:00
If you choose a military or scout or merchant career for your character you have a wealth of options to choose from... but until now if you have decided that he is (or at least was before taking up adventuring) a Scholar or an 'ordinary' Citizen, you were a bit limited, at least as far as rules went, for what you could use to create your background - and that all-important skill set.
First, though, there's the question of education. Before you even start your career proper your character might wish to attend university. This replaces your first term in a career, and like any path you need to roll successfully to get in. If you fail, you have to choose something else or even submit to the draft. Characters who'd like to get some real-world experience first may take a couple of terms in a career before going to university - this could be an opportunity for a career change if you have, say, served a couple of terms in the military, then go to study before embarking on a quite different life thereafter.
Graduation confers a few benefits such as a bonus on entry rolls to certain careers and the option to make a commission roll if entering a military career. There is also the option to attend medical school, which takes another term but sets you up as a qualified medical doctor. Rather disappointingly, there isn't an option here to attend graduate school and 'pile it higher and deeper' to gain a PhD. There are several tables to help you write your character's backstory, the usual 'lifepath' events... and these, of course, crop out throughout the book as each career option is explored.
Next comes a detailed exploration of citizen careers. It covers just about every civilian occupation that isn't a merchant, a noble or an entertainer. Here is the backbone of civilisation, the people who make ordinary everyday things happen. There are three main areas: artisans (who make things), funcionaries (who administrate) and 'pillars of society' - these last include politicians, union leaders, diplomats, activists and more; those who feel that their ideas can make a difference to the common good. Each area subdivides enabling you to create a whole range of backgrounds from day-wage labourer to an architect designing whole cities (or starships) or the next revolutionary computer chip, the individual who runs a city to the fellow who comes to fix the plumbing, a rabble-rousing agitator to a lawyer or diplomat or an elected representative... just about anything you can think of doing can be covered by the rules in this section.
We then move on to the scholar careers. For some strange reason, the assumption is made that scholars study science of some kind... I'm sitting in a university writing this review in my lunch break as it happens, and even if I'm in Computer Science we have all sorts here from fine arts and history and languages through sciences and a large business school; and they'd all regard themselves as scholars! Anyway, there are various options from those who work in laboratories (or libraries) to field researchers who get out into the real world to pursue their studies to the lone genius following his ideas in isolation. Even here, oddly enough, you cannot gain a PhD but if you take the lecturer path far enough you might gain the title of Professor.
Then there's an interesting half-way house between Citizen and Scholar - the Teacher. It's a whole new career path for those whose burning desire is to pass on information to others as guru or instructor. We next come to mustering out benefits, handled in the same way as for any career, although there are some special options depending on which of these careers have been followed.
Next is a discussion of 'Scholar-Travellers' - how to use that scholar character as an adventurer and how to turn a member of another career into a scholar, perhaps later in life when he's ready to reflect on the world around him rather than react to it. This is followed by matters important to any scholar's heart: funding and publishing ('Publish or Perish' as they say in academia!) complete with the necessary rules to make it all happen. Scholars are funded by bodies given the catch-all title of Societies and Fellowships, these can be anything from wealthy companies or individuals to full-blown universities. Some examples are provided to help you get going, use them as is or as templates and inspiration for creating your own.
For those who want to play them out in detail, there's a complete breakdown of the research process complete with the necessary game mechanics - like a lot of Traveller, you can have a lot of fun playing through these on your own creating a rich background for a character who may never see 'play' in the accepted role-playing sense of the world. Again there are examples which could be used as the underpinnings for a game based around scholarly pursuits, or to inspire your own.
There are more options too: special advantages (and disadvantages) of having exception Education or Intelligence scores, rules for gifted amateurs, citizen options, a whole bunch of rules about teaching (and learning), the development of networks - a citizen advantage that helps you build up a network of contacts wherever you go - and more.
A thoroughly fun and detailed work that helps to round out the peoples of your Traveller universe with all sorts of different folk... if nothing else, something for the military to defend and the merchants to sell to!
[5 of 5 Stars!]
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Ottolf's Handy Manual of Everyday Magic
Land's End Press
Megan R.
[Featured Reviewer]
Date Added: 10/13/2014 12:26:08
Herein lies a delightful collection of low-level spells (indeed some are 0th-level cantrips or orisons) that should delight any spelluser who just plain enjoys using magic day-to-day. Leave aside the flash-bang showstopping spells in your repertoire, there are plenty of opportunities in an adventuring career to cast those, and play with some of these instead.
Written in a delightful style, ebullient and a bit verbose, these are the sort of spells that are just plain useful - like the Touch of Proper Musicality that will tune a bard's instrument instantly (or, as this is a 'reversable' spell, a malicious bard could untune a rival's instrument mid-performance!).
Many of the spells are either 'reversable' or 'augmentable', a couple of neat features. A 'reversable' spell can either do what it says or the opposite, the clever bit is that you only need to learn the spell once and decide which way round it will operate when you cast it. The 'augmentable' ones can have greater effects than the standard if you learn them in a higher slot than the regular spell, additional effects are mentioned in the spell description.
Most adventurers probably don't need Ottulf's Tavern Finder, but if they do they'd better remember Homeward Steed, which allows their mounts to find the way home without further direction. Those who have been on the road for a while might like to cast Refreshing Undergarments which render the undergarment of your choice extremely comfortable, keeping your person at the right temperature, soothing rashes, and even emitting a faint floral smell...
There's plenty more, all described delightfully (often with little snippets about their creators) and clear evidence of people who relish magic as something to improve everyday life.
[5 of 5 Stars!]
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Firefly Echoes of War: Wedding Planners Cortex Plus
Margaret Weis Productions
Megan R.
[Featured Reviewer]
Date Added: 10/10/2014 07:59:39
Designed to introduce players to the Firefly RPG as well as to give them a cracking good adventure, this work opens with an overview of how the game is played including an introduction to the Cortex ruleset. If you understand all this already, you can skip it, however it does make a good introduction if someone new to role-playing or to Cortex joins an existing group.
The adventure proper begins with full character sheets for several notable major NPCs including the would-be bride and groom. The assumption is that the players will be taking on the roles of at least some of the Serenity crew, but the adventure would work equally well with characters of their own creation if you happen to have the necessary rules. A neat trick is gamemaster hints scattered throughout the adventure, showing you how to maximise the fun.
The plot is simplicity itself. The party is hired to transport a young lady to her wedding. What could be difficult about that? Naturally there's more - far more - than meets the eye, with a fair few sub-plots and other twists along the way. Everything is laid out very clearly for the GM, indeed the whole thing is designed with a novice GM in mind, as well as being presented in such a way as to make it accessible for new players.
There are plenty of opportunities to use skills other than combat. The early stages, in particular, show the benefits of doing a spot of research on the people you'll be meeting and the places you'll be going to; with various snippets being available based on questions asked and how good your die roll is. Interactions are detailed well, with likely responses from the NPCs presented to whatever the party may say or do, often complete with a typical quote that you can use to make them come to life. There's a lot going on and nobody should get bored - at least, not if they are prepared to role-play. Opportunities for combat are limited during the opening stages... but as events unfold there is soon plenty of opportunity for heroics, with a boarding action to contend with before the Serenity reaches his destination, a rendezvous with a luxury liner.
Here the party will have to put on some good behaviour, but there still are plenty of opportunities for getting into trouble. There are lots of things that can happen, even alternate sequences of events based on what has happened so far or even what the GM prefers, plenty of scope to make this adventure your own. And shall we say that not all the guests at the wedding have peaceful celebrations of wedded bliss in mind? This is a wedding day that nobody will forget.
It's a nice adventure, well-rounded with plenty of opportunities to interact, investigate and scheme as well as occasions when violence is the best solution. Presentation is excellent, I only found one typo ('captures' instead of 'cameras' when the press turn up at an inopportune moment, but its easy to figure out what was intended!), and the layout is conductive to easy running. Good in its intended role as an introduction to the Firefly game, or indeed it would make a good adventure to add into an on-going campaign.
[5 of 5 Stars!]
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101 Swamp Spells (PFRPG)
Rite Publishing
Megan R.
[Featured Reviewer]
Date Added: 10/09/2014 07:15:39
If ever your party takes it into its head to visit a swamp, you can make life very... ah, interesting for them if your swamp denizens have access to the spells herein. A spellcasting character who lives in a swampy area or came from/studied there might also wish to incorporate at least some of them into his spellbook, although many are not of much use if you are not in a swamp at the time.
Others however - like a huge array of fog effects - will come in handy wherever you are. Fancy a boiling or freezing fog, or one which has soporific effects on characters trapped in it? Or maybe you'd like to be able to relocate yourself from point to point within a fog bank... all these and more are here.
One of the most useful is a 0th-level Druid spell, Stepping Stone. This brings a solid foothold into existence just where and when you need it by causing a stone to emerge under your feet to give you somewhere to stand. There have been times when poking around in swamps when I would have found that useful!
Most of the spells will be splendid if you are running a swamp-based adventure, all manner of effects to throw at the party that both fit their surroundings and which will be totally new to them. It's almost worth writing a swamp adventure to try them out!
[5 of 5 Stars!]
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Town Backdrop: Deksport
Raging Swan Press
Megan R.
[Featured Reviewer]
Date Added: 09/26/2014 12:01:33
The most hardy pirate has to come ashore occasionally - even the Flying Dutchman got ashore once every ten years! - and here's a suitably scruffy and dangerous place for them to visit. Most parties should feel right at home!
The work starts with a description of the town's location: in a valley on the shore of a big bay, with a good deep anchorage and harbour protected by a rather ramshackle breakwater. The population is mostly human, but there is a sizable minority of orc and goblin residents.
Town lore and notable locations come next with a clear map - hand-drawn sketch in style - that shows where everything is. There's a thriving marketplace, with items useful to pirate or adventurer alike, and loads of rumours.... complete with a note that it's up to the GM which of them is true and which a complete fabrication! Many, if you decide there is a grain of truth in them, might spawn a side-adventure or even a complete plotline of their own.
A description of the hinterland around the town follows, for those who wish to venture further afield, and then we move on to the history of the place. Everyday life is covered in some detail, with little in the way of festivals - unless you count public executions - and a typically brutal approach to justice that means that unless you annoy a powerful pirate it's actually quite a safe town to visit! There's a table of sights and sounds to use to create atmosphere, and a collection of events that again could spawn a whole adventure if you wish (and the party takes an interest).
Then we get to more detail on the buildings and businesses of the town, plenty for those who just have to know what's going on where. Thirsty visitors will relish several well-detailed taverns, and there are other places to visit and in which to do various business.
This section is followed by an extensive one on the people you'll find there - from individuals to various generics, all with detailed stat blocks. Plenty here to put the teeth into any action....
This may not be the best place for that summer week in the sun, but it should prove interesting to visit.
[5 of 5 Stars!]
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Publisher Reply:
Thanks very much for the review, Megan. As always, I appreciate the time and effort involved! It\'s jolly decent of you!
The Three Lives of Fantomah: Mystery Woman of the Jungle
NUELOW Games
Megan R.
[Featured Reviewer]
Date Added: 09/25/2014 06:22:50
A fascinating glimpse into an early superhero - 'the most marvelous woman ever known' - who despite living in a jungle was more of a superhero than a 'jungle girl', at least in early issues.
She first appeared in 1940 billed as 'The Mystery Woman of the Jungle' but was not the typical female jungle-dweller as she displayed superpowers and a strict code of justice - defeating a pair of treasure-hunters intent on pillaging a wealthy hidden city in the first story. This is a faithful reproduction of the original black and white lineart, nice and clear and easy to read.
The second story is in similar vein, Fantomah defeats a mad scientist hell-bent on destroying jungle animals in revenge for a most unfortunate series of incidents during a hunting trip... using, of course, a crazy device that harnesses the power of the moon to create a tidal wave to flood the jungle. That sorted, she's off again to save a valley-full of pumas from another nut-job who plans to use them in his plot for world domination - all classic stuff, and nicely presented. The next story is again one of defence against someone who would damage the jungle and its inhabitants, this time by sorcery.
Then comes the 'rules bit' - with some new feats to model Fantomah's abilities, a starting occupation of Protector of the Wild and associated talent trees and prestige class, along with a full set of statistics for Fantomah herself. Mention is made of the odd fact that over time she became LESS powerful, possibly due to later authors not being quite as inventive as those responsible for the early stories, and this will be explored, we are told, in later volumes.
Lastly there's another comic, in which Fantomah thwarts yet another mad scientist, this one is trying to turn a man into an ape. Again her powers save the day, and the poor fellow is freed to continue his honeymoon safari.
If you get hold of this before your players and you like jungle/pulp adventures you might want to use these stories as the basis for your plots, but they'll only work if your campaign includes truly out-of-this-world superpowers and supernatural abilities that are never explained. A jolly good read, though.
[4 of 5 Stars!]
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The Blue Book 2013
0one Games
Megan R.
[Featured Reviewer]
Date Added: 09/24/2014 11:23:02
It would be easy to dismiss this as advertising fluff, and in a way it is... however it is actually a very useful overview of the near one hundred mapsets released in the Blueprints line by 0one Games. However many of them you already have or if you are looking for just the right map for an adventure you have written, this will enable you to browse what there is and decide if any will meet your needs.
The Blueprints are categorised by the various series that have developed over time, and also - perhaps of more use - by the sort of terrain or buildings they include. So if you need, say, a lighthouse, there are four products that might suit your requirements - and with 0one's customary mastery of PDF technology each is hyperlinked so you do not have to search for them through the entire book.
Each one is treated to a full page description which includes bibliographic details, an outline of the contents and suggestions as to what you might do with it, all illustrated with a portion of the maps themselves to give you the flavour of each one.
A very useful summary - and one I could have used when building pages on RPG Resource about the various products in this range!
[5 of 5 Stars!]
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Mutant: Year Zero FREE Preview
Megan R.
[Featured Reviewer]
Date Added: 09/18/2014 13:15:41
As a preview, this is a success: you are left wanting more!
Comprising the first two chapters of the core rulebook, lush and evocative artwork ushers in Chapter 1: The People at the End of Time. This opens with a short fictional account, in an engaging casual style, that sets the scene. After the usual 'What is role-playing?' piece, you get to find out what characters in Mutant: Year Zero actually get up to... and a lot is left to the characters to decide: hunt for food and other necessities, join with others to undertake projects, protect the Ark (your relatively safe home base) against threats from without and within, look after your friends, go exploring or even search out the legendary Eden.
You also find out what you need to play - which is based around a special set of dice (although there are notes on how to use ordinary d6s if that's all you have) AND a special card deck. Again, if you don't have the cards you can roll dice and look up the same information in tables. I generally find non-standard dice and card decks rather offputting, but they've done their best to show how they are game-enhancing rather than game-necessary by laying out alternate ways to access the mechanical functions that they provide for the ruleset.
On to Chapter 2: Your Mutant. Make no mistake, you're all mutants in some way or another, and like real-life mutations these are determined randomly. Most of the rest you get to choose, with a point-buy system for attributes (strength, agility, wits and empathy) and skills to choose over and above those abilities conferred by the 'role' (or class) that you've chosen. Frequent examples are given and there's a sample character sheet to show you what goes where. You also get to read about the different roles available.
The interesting bit is when you get to Relationships and Dreams. Here you start to flesh out what makes your character tick. What (and who) he cares about. There are some quirks here. Firstly, all characters are young adults. There's an Elder running the Ark, an NPC, but otherwise everyone is young. There are no children, though - apparently people have lost the ability to reproduce. Animals have not. No mention if the, ah, urges which drive people have remained... but if the situation is not remedied soon, you'll be the last. That's a great driver to get folks out of the Ark and exploring their surroundings, something most have been reluctant to do up til now, having been hiding away since the Red Plague that caused the apocalypse.
Now I want more...
[5 of 5 Stars!]
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The Lazy GM Single Shots: Barghests
Creative Conclave
Megan R.
[Featured Reviewer]
Date Added: 09/17/2014 07:10:55
If you need barghests for your next adventure herein you will find a wealth of options and detail to make them a lot more than just the next monster for the party to beat up.
To remind you, a barghest is a shape-changing fiend that usually presents as a wolf or a goblin and which has the disturbing ability to increase in power if it eats whatever it kills. At the hardcore mechanical level this works somewhat differently depending on whether you are using the Pathfinder or the Dungeons & Dragons 3.5 ruleset, so if this detail is important for you both are dealt with in exquisite detail. As far as the party is concerned, it starts nasty and gets nastier... and when the dice hit the table, precise ruleset-based differences pale, you could actually use either to effect whichever set of rules you are using.
This is very user-friendly, particularly if you are reading the PDF onscreen rather than printed out. After the initial preamble that explains what a barghest is and how you might want to use its particular nature in an encounter (or even as the focus of a whole adventure) there's a set of lists (one for each ruleset) that gives a range of options ordered by CR. Click on the one of your choice and a hyperlink takes you to a full stat block. No messing with a generic stat block and notes telling you what has been changed, you get a full block for each and every option!
So once you have chosen the variant/CR you need, everything is to hand to enable that barghest to be dropped straight into the encounter that you have planned. Even if it survives and increases power during the course of the adventure, it will be straightforward to select the right set of stats for the next encounter - even during the course of the game if you keep your notes on a laptop or tablet! A nicely done GM aid.
[5 of 5 Stars!]
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Campaign Guide: Plight of the Tuatha
Mór Games
Megan R.
[Featured Reviewer]
Date Added: 09/13/2014 13:15:01
This Campaign Guide for the Plight of the Tuatha Adventure Path presents a wealth of information about the setting as well as background to the AP itself, and is well worth getting if you want to run this campaign. Even if you are not, it presents a rich setting ripe for conflict, a place in which adventurers will thrive, the world called Aeliode.
It's all based around the expansionist Avitian Empire. Sometimes they are after rich pickings, but they have been heard to claim that they believe it is their mission, obligation even, to spread the light of civilisation to other lands. And sometimes they just grumble about how wild and untamed the lands beyond their borders are, and want to do something about it.
The first chapter looks at the peoples found here, with four main groups: the Avitians of course, the Ceravossian Republic, an ancient bunch from Tir Ydrail and the Ostmen who live on remote islands in the northern seas. For each there is useful information on favoured professions, how different races fare and the like, background that will be useful to those who come from there or should adventuring take the party into each group's territory. Languages, society, arts, history, physiology - all laid out in concise yet copious detail. There's a lot of variety here, such that an elf, say, from one region, might be quite different from an elf from somewhere else - and yet distinct from a dwarf, gnome of human even from the same region. This creates a feeling of a vibrant community with a rich spread of distinctive groups - much like the real world - which helps to add an air of realism.
Chapter 2: The Gods of Aeliode deals with the deities venerated by all these different peoples. The Ostmen and those in Tir Ydrail each have their own pantheon, whilst the Avitians and Ceravossians both worship two pantheons (the same two, I mean). Then it gets a bit complicated. There are Multi-Planar Religions and the lesser Prime Plane ones. The Multi-Planar gods are more powerful, and tend to pop up in more than one pantheon maybe under different names or worshipped in different ways; the Prime Plane ones are tied to specific locations. And then there are the Natural Religions, which venerate spirits inhabiting the world rather than 'gods'... theologians' heads must hurt! Mechanically, however, clerics gain their spells in the same way as other Pathfinder clerics - this is more deep flavour for those who wish to dig into what is going on behind it all.
Within the Empire, there are gods and saints, and a strong tradition of ancestor worship - not to mention the odd emperor who has proclaimed himself a god as well as specifying which other gods are worthy of worship. This has led to a split between the Orthodox Church and the New Church who both, quite naturally, declare that their belief is the one and only true one. Then there's the True Church, which accepts the emperor as a deity... and has wangled its way into being the state religion. If you enjoy religious conflict or debate, there is plenty of resource material here. Each of the major deities is described in detail, including symbols, beliefs, practices and everything else a regular worshipper or a priest of that deity would be expected to know.
Chapter 3 looks at the Lore of Aeliode. An ancient tale, the Mysteries of Eshu, is recounted. Like many such myths and legends, it is an attempt to explain the world and people's place in it in terms of powers beyond their control. It's quite fascinating, and probably something that any well-educated person will be familiar with.
Chapter 4 is a bit more mechanical, it's a look at Player Options. Things like languages, details of different races, traits (campaign, racial and regional), prestige classes and a few new feats, spells and even a skill - that of interrogation. This covers any kind of questioning from friendly questions and subtle inquires to aggressive questioning under torchlight, or even more aggressive means of questioning (which, I'm glad to say, are left to your imagination. I know what my players would come up with, they can be a nasty lot sometimes!).
Chapter 5 covers Gamemaster Options. You may want to share at least selected bits of the earlier parts of the book with your players, but keep this bit to yourself. It provides all manner of ideas to develop the world further and make it integral to your adventures rather than a backdrop, however fascinating, to adventures that you could run in any campaign world you have to hand. There are some really neat ideas here, well worth studying especially when you are planning your campaign. Many are linked to game mechanics, so giving you a way to administer and adjudicate what is going on as well as spin ever more interesting tales in the shared alternate reality that makes up your game. This includes the War of Words, a way to mix game mechanics with what the characters actually say to make diplomacy and debate something more than mere die rolling yet not leaving it purely down to player eloquence either. There's a whole bunch of well-developed NPCs all ready for use as well.
Finally, Chapter 6 provides some recipes. Described as some of the typical dishes you'd find on Aeliode, these are recipes that you could knock up yourself and eat around the gaming table - perhaps not during the game, but as a social activity before, after or during a break in play. Well, some of them. The one involving the consumption of a whole Ortelan, a bird native to Aeliode, might be a bit hard to arrange, although it's based on a known French recipe in which diners hide under covers to divert the gods' wrath as they consume an entire ortolan bunting, bones and all...
If you are after a rich and well developed world in which to adventure, try this one!
[5 of 5 Stars!]
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Servants of Gaius
Bedrock Games
Megan R.
[Featured Reviewer]
Date Added: 09/12/2014 11:52:58
The Introduction recounts some of the inspirations for this game, the chief being Robert Graves's I, Claudius and Claudius the God novels, brought to the TV as a mini-series 35 years ago... just when I was taking a classical literature course in high school and discovering the pleasures of Roman history! Based in an alterate history world, this game aims to recreate the intrigue, adventure and mystery of the Roman Empire in its heyday, a heady mix to explore.
Chapter 1: Servants of Gaius goes into more detail of what the game entails. Set in Rome, the core concept is that something threatens the well-being of the Empire and of Caligula the Emperor, and the characters are tasked to deal with it... once they have discovered what it is! City-based intrigue and investigation come to the fore, although the ruleset is suited to any activities in any part of the Roman Empire if such is preferred. History paints Caligula as a self-indulgent cruel madman, but no: he was a great Emperor and indeed a god! Who would not flock to his service, seek to defend him from all ills? With a brief overview of this core plot, the discussion moves on to an outline of the game mechanics, based on those used in other Bedrock Games games - the Network System - but modified to suit this particular game. The core mechanic involves a dice pool of d10s, rolled against a target number (or another dice pool if the attempted action is being opposed by someone else). The number of dice rolled depends on how skilled you are at whatever you are trying to do, and the highest number rolled is compared to the target to determine success or failure. That explained, we hear about the general things that will have to be considered as you create your character and prepare to get to grips with Ancient Rome. This includes matters that may jar against modern minds, a fairly rigid class system and a tendency to view males and females as different. The game has been written according to generally accepted historical principles of what is known of the attitudes of Roman society - but naturally it is up to your group to decide just how historically accurate you want to be.
Next, Chapter 2: Character Creation dives right in to the detailed process as introduced in the overview last chapter. Most works by allocation of skill points, the number you have depending on the Social Class you choose once you have decided on age and gender. You will need to decide what your primary and secondary skills are, as well as a wealth of detail showing just where your character sits within society - the priviliges and obligations of the chosen class, starting money, ancestry, occupation, religion and so on. The chapter then goes into detail on each stage, beginning with a discussion on Roman names and the complicated way in which each individual had a whole string of names. This is followed by the simplified class structure suggested for the game, in which there are but five social classes ranging from Senators to slaves. Each have their advantages and disadvantages, and your choice will depend on what the game master has in mind as well as what sort of character you are thinking of playing. There's a complex system of titles - normally, starting characters will not have a title but may earn one by their efforts during play, but if preferred more experienced characters can be created who already have a title or two.
Skills, which are pivotal in determining what each character can do, come in six groups: Defence, Combat, Knowledge, Specialist, Physical, and Mental. Most are pretty obvious, but Defence is used to protect you against attempts to influence you mentally as well as against physical attack. Moreover, unlike other skills, you do not roll them, instead they provide the target numbers that others need to roll against to attack you. Then follows detailed discussion of every skill available, including notes on when and how you might want to use it. Characters unskilled in an area are not precluded from having a go, they roll 2d10 and take the lower roll as the result. As well as 'mundane' skills, magic works in this reality, and there are a range of magical skills that may be taken based around divination, ritual and sorcery. The first two are perfectly acceptable in polite society. Note that there are no 'attributes' per se, everything is mediated via the skills you choose for your character. For those who want to specialise, to be particularly good at a given area of a skill, there is the option to spend extra points to gain an Expertise, which gives you an extra 1d10 to roll when appropriate.
Another interesting feature is the way in which Allies are handled. Roman tradition includes a network of Patrons and Clients, where those of higher status or wealth took others under their wing. Both parties incur benefits and obligations from the relationship, and each character starts out with a single Ally although he can gain more in the course of play. It is also bound up with Auctoritas, the system whereby you exert influence, gain favours and so on. Starting characters have zero Auctoritas and this develops as he gains experience and renown. A Patron should have more Auctoritas than his Clients. Characters may also select Vices, disadvantages that add to role-playing potential and garner extra skill points.
Next comes Chapter 3: Equipment. It starts with currency and typical wages for different occupations. Next weapons and armour are discussed. Unlike many games, they are not easy to get - only if your occupation is Soldier or Gladiator will you even know where to go, everyone else must role-play finding someone to make what you are after... and they tend to be expensive. Still, most characters get into brawls, so assuming you have got hold of weapons you can find out here how much damage they do. Hazards such as poisons follow, then modes of transportation. This section seems a little jumbled and it can be hard to put your hand on the rule you want in the heat of the moment. The chapter rounds off with clothing and footwear, and other everyday items.
Chapter 4: Rules describes the game mechanics in detail, concentrating on combat and on the use of skills for task resolution. In combat, there are various options depending on how deadly you want combat to be, such as allowing an automatic wound BEFORE you roll damage if a 10 is rolled when you make an attack. There are notes on healing (and dying) and the expected amount of detail on how actual combat proceeds. It is a round-based combat system, with order determined by a Speed Skill roll. Each round you may make a single Skill roll and a move action. The Skill is normally whatever attack you wish to make, Defence does not count as an action (as it is a target, not something you have to roll). If you wish, you may forego a Skill roll to take two moves or to add +1 to your Defence. Whilst combat is covered in fair detail, it is not regarded as a major part of a game that is more about interaction: intrigue and investigation however will upon occasion result in a brawl, however, or of course a bout in the arena may feature in your adventures. Gladatorial matches and chariot races are included (a must for all lovers of Ben Hur!), as are environmental hazards and more normal skill use. There's even a mechanism for abstracting Senate votes, for when the matter is not one for which characters want to make speeches, or if it is a background event when characters are engaged elsewhere. There are also notes on modifying the rules to allow for a particular gritty or an heroic, larger-than-life campaign.
The next chapter - Chapter 5: Running Servants of Gaius - is aimed at the game master, and opens with a discussion on alternate history and how to run it effectively. The default alternate history is that Caligula was a just emperor who had to defend against supernatural threats, and the game is designed to accommodate intrigue, exploration and investigation to that end. Naturally, if you want more combat, conquest or lots of arena action, you can include them. One thing that needs to be avoided is allowing too much real-world knowledge of the history of the Roman Empire to affect events in your game. Things may not happen in this reality in the same way, or according to the same timescale, as they did in the real world. Player-characters may alter the course of history, but cannot, should not do so by using their own knowledge of who did what in the real world. Change events as necessary so that avid historians are as baffled as everyone else! There's plenty of advice on melding history and imagination as you manipulate events; as there is some details on how to ease your characters into the campaign - especially if you choose to use the specific supernatural threat presented as their main opposition in your overarching plotline. The focus on investigation and intrigue do require a fair measure of preparation on the GM's part, after all it is hard to investigate something that isn't there! Intrigue works by understanding the people involved and what they are trying to accomplish, so the work for an intrigue-heavy game will be developing an array of NPCs for the characters to interact with. Ideas flow, and plenty more will be spawned, as you read through these notes as they give the GM quite a lot of food for thought. But be warned, this is not something you will be picking up and playing, this game will repay careful planning and preparation. To aid that, this chapter rounds out with a wealth of resources to mine for ideas and flavour alike - drawning on everything from modern fiction, movies and TV series to the writings of eminent Romans like Suetonius and Tacitus (which are available in translation, you do not need to learn Latin!), as well as historical texts and more.
Chapter 6: Servants of Gaius delves in a lot more detail into the core plotline of the characters being recruited to aid Caligula against a specific supernatural threat and is most definitely GM-only material. It introduces the eponymous organisation that the characters will be recruited into, outlining its structure, ways of working and resources. The mechanics of the organisation are such that it is easy for the GM to direct characters to investigate or get involved in whatever it is that he has prepared for them - very neat! There are plenty of ideas for various sorts of missions that you may wish to assign.
Next, Chapter 7: Characters provides you with a ready-made cast of important figures, drawn from history and laid out with full game statistics ready to take their place in your world. It's followed by Chapter 8: Minions of Neptune, which provides an array of ready-made servants of the opposition forces to counter your characters and their fellow Servants of Gaius. A neat element is that, whilst the threat and opposition is real, its precise nature is left to the GM to determine. Is it a foreign power? Or an individual rival for the Imperial throne? Or is it indeed a god seeking to interfere in the realms of man? Or something else entirely? You decide. And of course, they are not enough on their own. Read Chapter 9: Other Threats for everything from the forces of law and order to wild animals, politicians and gladiators to pit against the characters.
Naturally, in Ancient Rome you do not have to contend merely with other people, wild animals and more exotic monsters. Chapter 10: The Gods is a timely reminder of the interfering ways of the deities of the time. The Romans believed that they often took a personal interest in mortals and, as far as this game is concerned, that is indeed the case! Even if you do not care to have them strolling around, religion played a major part in Roman life, so here is all the information you need to run the cults and temples that feature in everyday life in the Empire.
Chapter 11: Caligula's Rome not only gives an overview of the city which may provide a base for your adventures, it also explains the history and casts an eye over what the future may hold (unless your characters act to change it). The game is set to start in 38AD but of course by then Rome had already amassed a considerable history, which the characters - as good Roman citizens - should be aware of. So here is the sweep of history, as well as notes on what life was like in Rome and indeed the rest of the Empire.
This game bodes fair to provide some exceptional entertainment. It combines a love of the period, one I've shared since schooldays, with a light touch that provides fast and unobtrusive gameplay.
[5 of 5 Stars!]
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B19: Tower of Screaming Sands
AAW Games
Megan R.
[Featured Reviewer]
Date Added: 09/11/2014 08:39:27
A simple and straightforward adventure: the party comes across an old abandoned tower deep in the desert and venture inside to loot it... or is it so simple?
The book starts with the adventure background, detailing how the tower - bored within an obsidian monolith rather than built stone by stone - came to be and telling the story of the deranged yet powerful wizard who made his home and last refuge here. Whilst the nature of the adventure is such that it can be incorporated into any suitable desert journey, several 'hooks' are provided to get the party headed in the right direction if you prefer that approach.
First, of course, they have to get there. Deserts are not safe places to travel in what with the heat, natural hazards and hostile wildlife... and some good advice is provided for running desert journeys which you'll want to hang on to for any time your players take it into their heads to have a desert trip. It's recommended that you use a mix of random encounters as well as the three provided, and that you keep the players interested by keeping time fluid, glossing over the long hours of plodding and highlighting encounters. Do not forget that the environment can be as much of an enemy as any monster - heat, thirst, the weather and the lack of landmarks can all take their toll on even well-prepared parties.
The encounters provided (by the way, there are THREE encounters, don't get confused by two of them being headed 'Encounter Two'!) give a good mix of excitement: with natural hazards, monsters and a nomad tribe to deal with. It's not all combat, interaction and thinking things through also play their part.
Provided the party survives mostly intact, they will eventually arrive at the tower. It may be by chance, or they may be here because of one of the hooks - or even after talking to the nomads during their journey. Here, there's a wealth of information to aid you in running this, the main part of the adventure - including two options that make things decidedly more stressful and potentially deadly for the characters.
The place is full of traps! Now, the background makes it clear why this is so, but it will not be obvious to the party - as some players do not care for lots of traps you may wish to consider if this is the right adventure for them, but you know your group... Many are deadly, so beware. There is loot to be had, so many groups will find it worth the risk.
The tower boasts three levels, and as well as the traps there are plenty of other threats, mostly undead. If run as a one-shot, having a cleric and a rogue in the party will be advantageous. The top level is the lair of the original creator of the dungeon and provides the scene for the climactic battle... one which must be won if the party is to escape alive.
The usual high standard of presentation from AAW is displayed, with copious amounts of information well-organised in colourful blocks that make it clear what's what: read-aloud text, information, trap mechanics, monster notes, skill checks and so on. This makes the adventure very easy to run, although like most some study beforehand would be a benefit. Appendices provide the mechanics for encounters in detail, using both Pathfinder and Dungeons & Dragons 3.5 rulesets.
Overall this is a good 'classic' dungeon crawl with lots to do and see, a good challenge for the intended level of party with the focus mostly on trap-solving and combat. An exciting time should be had by all!
[5 of 5 Stars!]
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The Genius Guide to the Dracomancer
Rogue Genius Games
Megan R.
[Featured Reviewer]
Date Added: 09/08/2014 10:04:42
What, a new base class that casts spontaneously and looks to dragons for their power? Er, isn't that really a sorcerer? Not quite, as we shall see...
Yes, the dracomancer is a spontaneous caster. But that's about where the similarity to sorcerers ends. Dracomancers are linked closely not just with dragons themselves but with the source of draconic power - that's where their casting abilities come from rather than interesting genealogy, and moreover they take on other aspects of dragonkind as well. They are also able to acquire a dragon companion, who will grow with them as they rise in level.
In places where dracomancers are rare, they are often viewed with suspicion and there are many misconceptions about them. Where their powers are better known, they're often respected members of society and accorded high status.
Scene set, all the game mechanics needed to run a dracomancer up to 20th level are provided. There's an interesting discussion on the payoffs to the dragonic companion: while many choose wyverns or other lesser beasts, some have the company of true dragons who gain significant benefits from the arrangement - it's by no means a one-way street! Some of the dracomancers' special abilities are bound to the type of their draconic companion, and as they rise in level they are able to assume other characteristics of dragonkind - even wings or a breath weapon.
As draconic companions are important, a lot of detail is provided about them, with a wide variety being listed. An added bonus is that they are described in the same manner as dragonrider mounts (see the Genius Guide to the Dragonrider) so can serve thus if required... a bonus 30-odd mounts for dragonriders to consider.
Dragons ought to be an important and integral part of any fantasy game, and here's a way to use them that's fresh and innovative yet in keeping with tradition.
[5 of 5 Stars!]
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Tag: fowler
Residents TRASHING Star City Pay As You Throw Program
Some Presque Isle citizens are TRASHING the star city's Pay As You Throw program. Two years since its been implemented, they say its costing people way too much and creating a health hazard because of alleged littering. Shawn Cunningham reports.

subset: commoncrawl


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Apr 9, 2013
Improper payments have become a top priority for federal CFOs, who have the ultimate responsibility for implementing the procedures necessary to comply with applicable regulations and to reduce improper payments. Such procedures typically include implementing a plan that incorporates elements of assessment, identification, reporting and remediation. Technologies, including data analytics and real-time detection, can help with prevention and detection efforts.
Please note: The Wall Street Journal News Department was not involved in the creation of the content above.
Risk & Compliance provides news and commentary to corporate executives and others who need to understand, monitor and control the many risks that can tarnish brands, distract management and harm investors. Its content spans governance, risk and compliance and includes analysis of the significance of laws and regulations, the risks inherent in global expansion and the protective moves taken by companies.
Contact our editors with news, comments and questions at: email@example.com
dojo.query('.siteDesc').addClass('hidden'); // adding to remove extra blog title from global header


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July 7, 2011—JDSU today announced that is has acquired critical product design, patented intellectual property and other assets from QuantaSol, a concentrated photovoltaic (CPV) provider based in the United Kingdom.
JDSU will leverage industry-leading multiple quantum well (MQW) technology from QuantaSol for its CPV cell product platform. MQW technology allows more light to be converted to electrical power by raising the efficiency of CPV cells, the most important metric in the solar industry.
Visit the following sites for more information:
JDSU430 N. McCarthy Blvd.Milpitas, CA 95035Tel: 408 546-5000Fax: 408 546-4300


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Palmetto Health Heart Hospital patient Tom Hill says he was treated like family after suffering a heart attack and receiving record-breaking care.
STEMI (which stands for ST-Elevation Myocardial Infarction) is the most dangerous type of heart attack involving a sudden blockage of one of the three coronary arteries that supply blood to the heart. Without blood, the heart muscle will die. Palmetto Health Heart Hospital has set the standard of care for patients experiencing cardiac emergencies. It was the first hospital to establish the STEMI Alert System in the Midlands. Through collaboration with EMS services in Richland, Lexington and other surrounding counties heart attack patients can have their cardiac information sent directly from the ambulance to the emergency department personnel prior to the patient's arrival.
The driving force behind this endeavor is to save lives. Getting treatment quickly is crucial to surviving a STEMI. The STEMI Program drastically reduces the diagnosis and treatment times of cardiac patients, specifically those suffering from this deadly type of heart attack, by allowing the hospital to react faster, prepare for the patient's arrival and cut down on the time from the initial 911 call to the patient entering the catheterization lab.
The national standard is to have a cardiac intervention done within 90 minutes of the patient entering the hospital with a heart blockage. Hospitals call that "door-to-balloon time," representing the balloon-like angioplasty procedure done on many patients to open the blocked artery. "This program represents a complex, finely coordinated team effort of nurses, physicians, pharmacists, medical technicians, lab technicians, and administration dedicated to getting the patient into the catheterization lab as quickly as possible," says Palmetto Health Heart Hospital and Columbia Heart Cardiologist Don Alexander. "That's what this program is all about — to get that blocked artery open as fast as we possibly can."
Palmetto Health Heart Hospital's STEMI Alert Program is part of South Carolina Mission Lifeline: a state-wide initiative to ensure heart attack patients receive the highest standard of care. Patients transported to Palmetto Health Heart Hospital consistently have their coronary arteries opened in well under the recommended 90 minutes.
As a result of this life saving system, studies have demonstrated that patients have their symptoms relieved quicker, experience less heart damage and have better long term outcomes and quality of life. Many medical professionals believe 'Time is muscle when dealing with the heart.'


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Learn more about Arthur Secunda and his unique style of art by viewing the videos listed below. These videos provide some insight into Arthur's passion of art and what has inspired him to make such a comprehensive and beautiful collection of artwork.
These videos also help bridge the connection between the importance of art in relation to business as seen at Cleary University's Arthur Secunda Museum. Enjoy!
Cleary University President Tom Sullivan and Secunda Museum benefactor Ed Wall recently appeared on local cable television in Bloomfield to discuss the works of Arthur Secunda.
To see the full interview, click here.


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Google Desktop and iGoogle are two sides of the same story. Google Desktop started as a search engine for files from your computer, then transformed into a personal agent that shows tiny bits of information from your computer or from the web: news, weather, notes, system stats, email alerts. iGoogle expanded the classic Google homepage with news from your favorite web sites and little applications that gather interesting information from the web. While most iGoogle gadgets can be run inside Google Desktop, it's not possible to add Google Desktop gadgets to your personalized homepage because a web application cannot interact with a software, or at least not without a plug-in.
Google Desktop 5.5 (Windows-only, beta) makes it possible to add gadgets written for the desktop to your iGoogle page. You can choose Desktop gadgets from the directory, install a plug-in that connects your browser with Google Desktop and have gadgets that interact with your computer on your iGoogle page. For example, the music player lets you search for music on your computer and plays it for you. The system stats gadget shows interesting statistics about your computer usage, like battery, RAM or CPU.
The screenshot below shows an iGoogle page with four Desktop gadgets and a Google Desktop sidebar that includes the same gadgets. While it may seem redundant to have the same gadgets in two places, this allows you to disable the sidebar and still see some of the gadgets in your browser. For now, the performance is not very good and your iGoogle page will load more slowly.
Another interesting update in Google Desktop 5.5 is that the desktop search engine is deactivated by default and Google Desktop only indexes filenames. This seems a pretty big departure from the initial purpose of the application: a desktop search engine. You still have the option to enable the "enhanced search" in the setup, but this reminds me of the way Microsoft treated the indexing service in Windows XP.
Google also removed the specialized search engines from the Quick Search Box, improved the Outlook search, changed the setup and added a way to repair a broken installation.
25 minutes ago


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ULI Foundation Governor Daniel Rose committed $5 million in 2008 to establish the Rose Center for Public Leadership to empower leaders in the public sector to envision, build, and sustain successful 21st-century communities.
The mission of the ULI Rose Center is to encourage and support excellence in land use decision making. By providing public officials with access to information, best practices, peer networks, and other resources, the Rose Center seeks to foster creative, efficient, practical, and sustainable land use policies.
Through this center, ULI significantly expands its public sector engagement and mission to provide leadership in the responsible use of land. The yearlong Daniel Rose Fellowship program provides the mayors of four large U.S. cities with ULI assistance on a local land use development challenge, while its workshops and webinars provide discussion forums for best practices on topical land use issues to a wide array of public sector practitioners. Through its education and training programs that bring competent, honorable, and knowledgeable participants together from the public and private sectors, the Rose Center aspires to facilitate effective working relationships between the public and private sectors.
Watch the video above to hear the Louisville fellowship team discuss how their participation in the program helped them create a more cohesive corridor for their city's land use challenges. Support the Rose Center through the ULI Foundation Annual Fund.


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For information on ORNL and its community outreach activities, please refer to the resources listed below or to one of our Community Outreach Contacts. If you have a general media-related question or comment, you can send it to email@example.com.
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text: Steve Hochstadt: Family is not just a sum of people. It's a continuing chemical reaction among all the molecules, each person evolving through life by observing, copying, listening to, and sometimes even avoiding the others. In this family these reactions are multiplied and stimulated by the crucible of this place.


text: Welcome to Radio Dead Air! It's "Wayne's World" meets the 21st Century as Nash, Tara, Stick Boy, Space Guy, Arlo P. Arlo and more delve into the depths of human stupidity as only they know how, explore the geekosphere and bring you the laughs each and every week. Live, everybody!


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(February 1, 2013) -- Jimmy Randolph announced his resignation as Lampasas athletic director and head football coach on Friday, citing family reasons.
Randolph spent one season as head coach of the Badgers, replacing Joey McQueen who resigned last April. Prior to becoming head coach, Randolph served as defensive coordinator of the Badgers for five years.
The Badgers went 1-9 in his lone season as head coach.
The school board will hold its monthly meeting Monday and discuss the replacement process at that time, according to Lampasas ISD Superintendent Dr. Randall Hoyer.


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Country Thunder Arizona
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By Denise Morganthall
In 1990, Congress established the first week of October as Mental Illness Awareness Week. As the years have gone by, we are getting much better in doing this on an ongoing basis, but we still have room for improvement. Those who struggle with mental illness still find it difficult to be open about it because of the stigma that still exists. But we need to ignore what everyone else is thinking and take care of ourselves. We need to remember that mental illness not only affects the lives of the sufferers but the lives of everyone around them.
It is very easy in today's society to feel overwhelmed. Some of us are better than others at handling everyday frustrations. But it is important to seek help if necessary. KidsPeace recognizes the need for mental health awareness and treatment every day of the year, but October is a good opportunity for a reminder. Let's provide hope, help, and healing to our entire community. Once you choose hope, anything is possible.


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Adjustable Plant Hanger
Customers Also Bought
Turn Almost Any Pot into a Hanging Planter
- Simple design and clean lines showcases a potted plant
- Sturdy steel supports heavy plants
- Adjusts to fit most pots
This innovation lets you create a hanging planter from most pots with a base diameter larger than 3". It automatically adjusts to fit a symmetrically shaped pot and holds it securely. Includes weatherproof nylon hanging cord.
- Welded steel, nylon cord
- 31" H overall (including hanging cord)
- Base is 3" square
- Side supports are 7" H
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- Was this a gift?:
- No (4)
Reviewed by 4 customers
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- Versatile
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- Use On Plant Hook Stand
I was concerned that the hanger would be too long for the closer-to-the-ground hook on my dual-hook stand. It is not. Previously, I bought pre-made hanging baskets in unattractive pots with unattractive attached hangers. I like the flexibility I have now of changing out pots of flowers that I insert into attractive outer pots.
- Was this a gift?:
- No
- Simple to use
Best Uses
Love this product. Easy to use.
- Was this a gift?:
- No
- Catches On The Window
- Doesn't Move Easily
- Metal Framework Awkward
Best Uses
Catches on a double-hung window - raising or lowering the window is awkward. To move your plant, you have to rempve the pot from the hanger completely and the metal frame is awkward to work with.
- Was this a gift?:
- No
Best Uses
I love this planter, it adapts to square or round containers. I used a mix of spider plants and flowering plants in my basket, it's beautiful!
- Was this a gift?:
- No
There are no special shipping restrictions or charges associated with this item. For detailed information about our delivery methods and charges, click here.
We're proud of the fact that this item is shipped to you directly from our warehouse in Vermont, by one of our 250 employee-owners. In-stock items are packed with care and shipped within the next business day to ensure prompt delivery to your home and garden!


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Glasses & Goggles
Northwave Predator Clear Lens Glasses
|Shiny Black, One Size
|In Stock
Protect your eyes from dawn to dusk with cycling glasses and goggles. As well as filtering out the worst of the sun's glare – and looking cool – a good pair of specs will keep dust and bugs at bay. Specialist cycling glasses are also designed to sit comfortably under your helmet and some have changeable lenses for different cycling conditions, from bright sunlight to night riding – even fog. For downhillers, goggles offer more protection, along with anti-fog and sweat-absorbing linings. We also have a selection of eyewear spares and accessories , and top brands including Oakley and Fox.


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Quick Links
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BR10793 In Stock
This Kid's Purple Silk Cord Star Charm ID Bracelet is absolutely adorable! The 6 inch bracelet features a purple silk cord with sterling silver details. The oval-shaped ID plaque is framed by two simple puffed stars, making this bracelet out of this world. This is a perfect gift for the little girl or boy in your life!
Eve's Addiction.com wants you to be a happy customer. We want you to be completely satisfied with the sterling silver jewelry that you receive from us, as we only sell high quality silver and cubic zirconia cz jewelry. We do understand that you may not like your purchase for some reason.
You may return or exchange your jewelry within 60 days of purchase if you are not satisfied with it. The jewelry must be returned in its original condition for a refund or exchange. Engraved, personalized, photo, monogram, name and initial, chocolate and clearance items are not returnable or exchangeable.


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Get your ribbon curling tools ready! You've found the perfect gift bag or the perfect wrapping paper, now all you need is the perfect ribbon to finish it off.
Great for your decorating and embellishing needs, White Curling Ribbon is designed to unroll and curl with ease. Combine it with other colors (sold separately) for a coordinated, colorful look, or use it alone with extra strands of curls for a full and designer touch.
Ribbon Details:
We have a 3-5 day in-house process. There will be an additional 1-7 days for delivery.
**During peak Holiday Seasons (Mother's Day & Christmas) it can take an additional 1-2 business days to get your order shipped.
We do not accept International orders online.
To place an order with an International billing or shipping address:
You will need to order by calling 405-745-1275. Customer Service is available Monday - Friday 8:00-5:00 CST.
Your order will need to ship to a US Destination, such as a freight forwarder. By doing so your order will be eligible for our US shipping rates which often include free shipping.
If you would like for us to ship your order directly to you, you will be charged the actual postage amount. That amount is calculated once your order is picked, packed and ready to ship. International shipping address are excluded from all shipping discounts. All orders shipped to an International location are charged the actual cost of shipping.
Please note that this policy does not include Military Addresses, Guam, Puerto Rico & the US Virgin Islands. We will accept and ship orders to these destinations.
Expedited shipping is unavailable at this time.
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Mr Norman Cousins Sasamori, Attorney
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HAZARD—One of downtown Hazard's staple attractions may be finding a new home soon as officials prepare to move it from Main Street to the Disabled American Veterans' (DAV) building on Industrial Drive.
Hazard Mayor Nan Gorman said the tank, which currently sits beside the amphitheater on Main Street, will hopefully not be there by this fall.
"I felt like with the new (picnic) shelter that it really didn't belong there," she said. "It should go out with the service people."
The M60A3 Patton tank, a first generation battle tank introduced in 1960 that remained in service from 1961-1997 through the Vietnam, Iran-Iraq, and Persian Gulf wars, was donated to the city in 1995. Former Mayor Bill Gorman requested the tank in September of that year in order to help further commemorate those in the community who have served their country.
In a letter to the U.S. Army Automotive and Armaments Command, the former mayor explained why the city was so interested in the donation.
"The City of Hazard has on one side of its City Hall a war memorial to all the soldiers who have died in the service of their country from the Second World War through Desert Storm," Gorman wrote. "We would like to place this tank as part of our war memorial and we would like to have it as soon as possible."
Gorman said she remembers the interest her late husband had in getting the tank to help memorialize those who fought for their country who lived and still live in Hazard.
"He was a service man and he wanted it, and he thought it'd be good for the children to see it and some of the adults that were familiar with it to see it again," Gorman said. "He just thought it was an educational thing."
The tank was received in Hazard in December 1995 and has been there since, offering many photo-ops for visitors and locals alike over the years.
Gorman said she started trying to get in contact with the Army division it came from last year in order to have it moved. Though it will come at no cost to the city, this division is the only entity that can move the tank, which means the mayor has played the waiting game since getting confirmation it would be moved last year.
"I got kind of alarmed that we weren't hearing from them, so I called Senator (Mitch) McConnell," Gorman said.
Even with the senator pushing the command to move forward with the relocation, it has been over five months since the mayor has seen any progress for the move.
"I will call them again and ask them when they intend to (relocate the tank), or try to give us a general idea because we're going to do some planting down there this fall and we'd like to know if we'll be able to or not," Gorman said, adding that the extra space would allow for any number of activities or decorations there.
Gorman said she has also been in contact with Commander Jim Ed Williams of the DAV Chapter 64 in Hazard who, after being denied a request for a military vehicle donation due to lack of equipment on hand, agreed to take the tank off the city's hands.
"With some of our discussions that we were having on different items, I guess it was, she (Gorman) said that they (the city) were moving the tank," Williams said.
He added that the process has not been a simple or easy one. Besides waiting to hear back from the division about the relocation, the DAV also had to pay around $1,000 to have a reinforced concrete slab to set the tank on.
"It'll all work out," he said. "It's something nice to have on display for these veterans."


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The Network integrates the entire Law School community including students, faculty, Library resources and administrative offices. Students may gain access to the Network via their personal account utilizing any of the workstations throughout the Law Library, from student organization offices, or from their laptop via WirelessCanes.
Resources offered through the Network include word processing, Lexis and Westlaw, e-mail, Internet access, space for storing personal data, catalogs of the Miami Law Library, other UM Libraries and many law libraries across the country.
The Information Technology Service Desk, located in Room C-118 in the Law Library, provides computing assistance to members of the Law School community. The staff can also be reached by calling 305-284-3000 or by e-mailing firstname.lastname@example.com.
The Service Desk hours are:
Monday - Friday
8:00 a.m. - 8:00 p.m.
10 a.m. - 6:00 p.m.
12 p.m. - 8 p.m.
How do I login to the School of Law network?
When presented with the login prompt:
What is my UMID or C Number?
This is your official University of Miami identification number. It is also known as your "C" number. The Law School uses this number as part of your network login credential.
Where are the uprint printers located?
UPrint Printer Locations (printer only function)
UPrint Copier Locations (print/copy/scan function)
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Where can I find law library maps? Click here to access them.
How can I access my email account?
Go to www.law.miami.edu and click on the "Student E-mail" link on the bottom right of the website. Your e-mail address is: [LOGIN NAME]@students.law.miami.edu. Example: email@example.com
Tutorial on how to use the e-mail client
How do I configure my iPhone/iTouch to access my Law School e-mail?
Where are my document files stored?
Your default file location is "My Documents". You have the ability to save, erase, copy, and make subdirectories in this space. Anything that is stored here is private to your account. Remember: In order to gain access to your "My Documents" directory, word processing programs and e-mail, you must first login with your personal LOGIN NAME and PASSWORD.
Can I use a USB thumb (jump) drive?
If you are using a USB portable drive, please log out of the work-station, insert USB drive then re-login. The USB thumb drive will be assigned drive letter (D:\).
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How do I forward my Law School e-mail?
Students are expected to read their Law School emails by using the email system provided to them by the Law School. Although the Law School allows students to forward their school email to another email service provider, it is highly discouraged. The Law School has experienced difficulties forwarding emails to other email service providers. On several occasions these email service providers have blocked the Law School or the University from sending emails to them. The Law School does not control how these email service providers manage their systems; nor the reason for blocking us. We can only guarantee delivery of email messages to the Law School email system. Unfortunately, this is a problem that other major universities are experiencing as well. Instructions on how to forward student emails to another email service provider can be found at the Law School's website, however, students may do so at their own risk. Click here to forward your e-mail.
What computer would the law school recommend?
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Click here for a list of software offered by the University of Miami to students. Some software is offered for free and some require a fee. Should you have any questions about software purchase please contact University of Miami's Technology Product Center at 305-284-3961.
How do I fill out an Online Faculty Evalutation?
Click here for detailed instructions, including screenshots about how to fill out an Online Faculty Evalutation form.
The IT Service Desk is located in Room C-118 in the Law Library.
Phone: 305-284-3000
E-mail: firstname.lastname@example.com
The Service Desk hours are:
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For more info visit: www.exam4.com


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The Clean Air Strategic Alliance (CASA) was established in March 1994 as a new way to manage air quality in Alberta.
The Clean Air Strategic Alliance (CASA) has brought together an outstanding line-up of Canada's most effective collaborative leaders, thinkers and negotiators for one day.
Check CASA's calendar for news of upcoming meetings and events.


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Wednesday, January 23, 2013
The message of Dr. Martin Luther King Jr. is never far from the mind of South Carolina's newest U.S. Senator, Tim Scott.
"Every Sunday, my 92-year-old grandfather and I get together," Scott said. "My, has America changed. Never could he have imagined a President Barack Obama, or a Senator Tim Scott.
"The path is always paved in advance … and that path was paved with blood and tears."
Scott's words came during an area tribute to Dr. King on Jan. 13 at Goose Creek United Methodist Church. The service was one of several taking place throughout the Lowcountry in a celebration sponsored by the YWCA of Greater Charleston.
The national holiday for Dr. King was Monday.
Scott, a Republican, told attendees that he often speaks with Georgia Congressman and Civil Rights legend John Lewis, a Democrat, in Washington.
"Our politics are a little different, but our goal is the same," Scott said. "What John has taught me is the exact same thing that my grandfather taught me … 'without the miracle of God, the journey is not possible.'"
As he looked at the audience, Scott said he was "excited to see a community coming together" to honor Dr. King. "The greatest days of our country are still before us," he said to applause.
Goose Creek Mayor Michael Heitzler was the event's keynote speaker.
Dr. King's contribution to the country cannot be overstated, Heitzler said. "Many young folks don't understand how far Dr. King has carried us, and the gifts he has left," he said.
The slain leader rooted his movement for Civil Rights in both the teachings of Jesus Christ and Gandhi, Heitzler reminded Sunday's rapt audience. "King found success in non-violence by rooting his movements in the fundamental tenets of Christianity," the mayor said, "and he was murdered for it.
"Dr. King said that everybody can be great because anybody can serve. You only need to be full of grace and have a soul generated by love."
Before his address, Heitzler presented the Andrea Glover Matthews Award to Minister Kenny Johnson, the president of Goose Creek Concerned Citizens. Heitzler credited Johnson "for keeping the dream alive in our community."
The award is named for the late Andrea Glover Matthews, who was the first president of the Goose Creek NAACP.
Berkeley County School Superintendent Rodney Thompson was the master of ceremonies. While America has made great progress, Thompson said, "I understand that more needs to be done."
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Pillar Holders, Set of 3
Customers Also Bought
Beautiful Pillar Candle Holders Protect Tabletops
- Elegant Victorian-inspired holders dress up pillar candles
- Holders protect furniture from dripping wax
- Fit pillar candles up to 3-1/2" in diameter
- Set of 3
Add a decorative trim to the base of pillar candles with these elegant holders while keeping wax drips contained. Felted base won't scratch furniture.
- Steel with hand-rubbed, antique bronze finish
- 4-7/8" diameter x 1" H
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- Attractive (3)
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Reviewed by 3 customers
Sort by
- Attractive Design
Best Uses
- Living Room
Comments about Pillar Holders, Set of 3:
Good looking (bronze color) and does the job.
- I Am A:
- Single Female
- Attractive Design
- Durable
- Kept Candle Wax In
Best Uses
Comments about Pillar Holders, Set of 3:
I liked these as they kept the candle wax in them instead of letting it leak onto the tablecloth. They are very attractive and look great with candles alone - no need for a "ring" around the candle...like them a lot.
- I Am A:
- Family Older Kids
- Attractive Design
- Durable
- Historical design
- Pretty and functional
- Unique
Best Uses
- Bedroom
- Gifts
- Living Room
Comments about Pillar Holders, Set of 3:
This product accents traditional furniture beautifully!
- I Am A:
- Single Female
There are no special shipping restrictions or charges associated with this item. For detailed information about our delivery methods and charges, click here.
We're proud of the fact that this item is shipped to you directly from our warehouse in Vermont, by one of our 250 employee-owners. In-stock items are packed with care and shipped within the next business day to ensure prompt delivery to your home and garden!


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Marina Gershkovich
Marina Gershkovich is a clinical practicum student at the Center for the Treatment and Study of Anxiety. She is currently a 3rd year clinical psychology doctoral student at Drexel University. Marina received her Bachelor's degree in psychology from Cornell University in 2008 and subsequently worked at Columbia University Medical Center at New York State Psychiatric Institute as a research coordinator. Her current research interests include the development and dissemination of Internet-based self-help interventions for anxiety disorders.


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The Texas Cockroach
The Texas Cockroach is a satirical newspaper from the mythical small town of LaCucaracha, Texas. In LaCucaracha, football is king, and citizens have a choice of 137 churches. The Texas Cockroach parodies the unique culture, lifestyle and politics found nowhere else but Texas. Pour yourself a tall glass of iced tea, sit back, and take a virtual stroll through the streets of LaCucaracha. God Bless Texas.
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Turns Out, Tupac Was Hologram All Along
In a revelation that shocked the entertainment world, Dr. Dre announced yesterday that Tupac Shakur never existed in the first place. Dre, at a press conference held in Los Angeles, revealed that the hologram used at the Coachella music festival has been the "real" Tupac all along. "Tupac Shakur," explained Dre, "was a figment of […] [Read More]