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Opening with a strange piece of fiction about death and beyond, Why We Fight, this supplement seeks to dig deep into the very soul of the order of mages called the Adamantine Arrow. Mages of this order are not just warriors but more, they wish to dig deep to understand the philosophy of conflict, and fight with weapons and their arts, seeing combat as the way to truth and enlightenment. Hence members of this order do not merely Awaken, they are then forged into potent weapons, combatants with a burning desire to win... or die trying.
Chapter 1: The Smoke from Distant Fires looks at the history of the order from the earliest times right up to the present. Like all warriors they have many legends of past glories to recount. It sweeps from the days of Atlantis itself, developing the core theme that existence itself is conflict. Wherever there is conflict, there you will find Arrow mages. Some say they have formented wars through the ages, others hold that they have just taken advantage of something ordinary mundane mankind is pretty good at engaging in for itself. One thing though, they detest cannibals. They'll always seek to stamp out that vile practice wherever they encounter it. Throughout the sweep of known history, often written in blood, you will find the Arrow.
Next, Chapter 2: Sown From the Dragon's Talons seeks to explain the philosophies, beliefs and practices of the order. Here we read of the Admant Way - symbolised by a hand grasping a thunderbolt - which speaks of great power and the universe as a weapon wielding by a mage's trained hand. Understand this, and you begin to understand what makes this order tick.
Then Chapter 3: Among Warriors delves into what it is like to be a member of the Arrow. To start with, unlike most orders, constant study and a 'mystery cult' approach does not apply here. No secret handshakes or constant initiation rituals... the idea is that members ought to be out there doing rather than reading or performing ceremonies. This is the underlying difference in philosophical approach, and it's key to understanding the order. Of course, mages still have to be accepted for membership, and to remain in good standing once in. There's an interesting discussion about Awakening - who is likely to Awaken and what sort of events provide the opportunity - which raises some interesting possibilities, and a look at what the order seeks at different stages of a prospective member's career as a mage. Initial initiation, whether sought when newly-Awakened or later on, is quite a lengthy process and both mage and order will have a good understanding of the other by the time it is concluded. It's detailed at length, sufficient to play out if desired although generally a fully-generated character is regarded as having already joined the order of their choice. Alternatively, some groups may want to play 'recruiters' and oversee the initiation of other (NPC) mages. Like any organisation, once in members can gain rank and recognition, and this is laid out in detail. There's also quite a lot about the principles on which the order is run and how they are handled on a day-to-day basis, complete with examples: everything you need to construct Arrow society in a meaningful way in your game. For Storytellers, this is useful even if no character wants to join the order, you can make NPC members come to vivid life. Notes on how to handle cabals that are all or partly composed of Arrow members, or have a single one, and Arrow relationships with other orders and other kinds of supernatural beings are also included.
This is followed by Chapter 4: Factions and Legacies which talks about the various groups with which a member of the order can ally and the different paths that he can follow. The preceding chapter rather gives the air of a unified purposeful order and whilst that is mostly true there are of course a multitude of ways in which individual members group to pursue common aims... and even add in aims of their own into the mix. There are three main factions, but each contains several cults (as they term legacies) that faction members may adhere to. Plenty of detail, plenty of choice.
Chapter 5: Magic discusses the ways in which the Adamantine Arrow uses magic, based on the underlying principle that existence itself is conflict. Tactics, new spells and ideas on the practical application of magic to further the order's aims are to be found here, with the discussion ranging from the philosophical ideas to actual rotes ready to be learned and used. Artefacts and relics are included as well.
Finally, an Appendix contains a goodly collection of ready-made Arrow mages - friends, rivals, or foes as appropriate. There is a wide range of different folk, you will be fairly certain to find one who meets your needs.
Overall, this book gives an excellent look at the Adamantine Arrow and is essential reading if you want them to feature in your Chronicle, or have characters wanting to join the order. There's the usual confusion, that this is far more knowledge than most characters will have, even those who are members (unless very senior ones), but provided players are good at keeping in-character and out-of-character knowledge separate, or the Storyteller doles out information as needed, it should not cause a problem. An entertaining and informative read, broadening your knowledge of the world of Mage: The Awakening.
There's a lot here: new rules, new places to visit and two complete adventures to play. Primarily aimed at game masters, there is a wealth of material to enhance an existing campaign or spark off a new one. It's all presented in the casual conversational style that has characterised all releases in the Firefly line, jarring for some but somehow fitting to the style of the original show.
The rules stuff is mostly to do with Reputation. What are you known for? And how well are you regarded? There's plenty of detail about how to get a good Reputation... and how easy it is to lose it. Note that Reputation only affects how NPCs view you, fellow player-characters are free to make up their own minds, no matter what the numbers say. The four 'factions' found in the 'Verse are also introduced: Alliance, Browncoats, Corporations and Criminals. Each one is a collection of assumptions (right or wrong) about the folk lumped into that category, and most people do not actually view themselves as belonging to one anyway. It mostly serves as a mechanic for determining how NPCs will react, but there is a lot of detail here to help you get a feel for how different groups think and feel. Some of it's useful, some of it may come over as rather too mechanical - but it can serve a use, perhaps as a 'rule of thumb' for determining reactions or even bringing out just how polarised society can be in the wake of a civil war. As examples, the Reputations of the characters from the show are analysed in detail. You can do the same for your own characters (or if you've chosen to play the show ones, well, it's done for you!).
There are also twelve new archetypes for those looking for new characters to play. They are grouped by faction, which may influence your choice. The notes take you through the steps from archetype outline to full-blown character, and then each one gets a full page including basic statistics, a run-down on what makes them tick and even a portrait. There are a lot of new Distinctions to choose from as well, and it is even possible to retrofit existing characters if you want. The process of adding Reputation to them is also covered here. If that wasn't enough, there are also a whole bunch more of Signature Assets that you might wish to have.
Once characters are dealt with, there's a similarly copious array of material for your ship. Different classes of vessel, history, signature assets, distinctions and customisation options - everything you need to make your ship a whole lot more than a means of transportation. There are some ready-made examples too.
Next comes the Good Shepherd's Run, a route through ten planets which are all described in sufficient detail to make a visit interesting. Notable people, what the different factions are doing, places to go... even ideas for adventures to be had there. A wealth of snippets of information to make each location come to life in your game.
This extensive section is followed by two complete adventures, All in the Family and Circling the Wagons. These are laid out in the pattern established by earlier published adventures, and both give plenty of scope for profit and trouble... or maybe that ought to be the other way around. The stakes are high. They are beautifully detailed and easy to run, although you have to edit a bit on the fly if your players have their own characters rather than the ones from the show (mine always want their own characters!). Resources are provided to help you deal with characters who do something other than the intended, seamlessly and without derailing the entire plotline. Nicely done.
There are several Appendices, including a whole lot more Chinese, some rules FAQ (and answers), maps and charts, colourful phrases typical of the various sorts of folk you might encounter, summaries of personal and ship Distinctions and a regular army of NPCs all ready to use (complete with complete character sheets).
There's a wealth of stuff here that will enhance your game - who could want more than that?"
The base concept of the Origin of the Species series is to enable the use of species other than human in your Spycraft 2.0 game. It doesn't matter why you want them there or how you intend to use them, you'll get all the information you need to create characters - be they player-characters or NPCs. It's up to you to provide a rationale for why they exist, what they are doing and how they actually become material to your game, there's none of the background 'fluff' that many sourcebooks provide. That's good in that it gives you a completely free hand, but the downside is that you have to make it all up for yourself.
In Light of Olympus, various species from Greek mythology are provided - centaurs, gorgons, fauns and tritons. While you have, as already discussed, to decide why they are there in the first place, there's a wide-ranging discussion that provides many alternatives from them being quite normal and integrated into society to the products of crazy experiments by mad scientists or alien invaders that just happen to look like creatures out of classic Greek mythology so got given appropriate names. Of course, you may decide that only one of these species is present, you do not have to take the lot.
The discussion also covers the underlying way in which species have been designed (this discussion is common to all Origin of the Species products). Basically any species is defined by how much it differs from a 'human standard' - some are pretty similar and others are wildly different. The primary example used is that of a medic attempting to treat such a creature. If you have spent the better part of a decade learning how to treat human beings, you might be able to cope reasonably well - at least with basic first aid - with a centaur patient, but a gorgon or triton might well throw you. Of course a medically-trained member of that species is going to be just as baffled by a human patient.
Getting down to business, the core characteristics of each of the four species presented here are listed. Centaurs we probably all know as halfman half horse, tritons are merfolk with a human top half and a fish tail, fauns or satyrs are very similar to humans except they have furry legs, horns and cloven feet, and then there's the gorgons - human except that their hair is replaced with a mass of snakes. Gorgons don't, at least initially, turn you into stone at a glance, but those snakes are venomous. Merfolk don't get around well on land but swim well and breathe underwater.
There are some specialties to choose from and a master class for each species to aspire to, and a wide arrangement of feats most of which are associated with a given species. Gorgons get a new Combat Action, the gaze attack, as well. There is a collection of fully-developed NPCs to give you ideas, as well as all the tables and notes you need to create your own.
If you are intrigued but unsure of how to use these species in your game, the final section - Character Seeds - may give you some ideas. These are very detailed write-ups of example low-level characters with a lot of the work done for you but plenty of scope (and guidance) for customisation. They also show how the character might advance effectively, developing appropriate aspects as they rise in level.
Intriguing ideas, for a campaign that's just that little bit different. Just how committed to Equal Ops is your agency...? Or is it your mission in life to hunt down such aberations for study or extermination?
If you want to add an unusual race to your game, this supplement looks at 'gargoyles'. Now, a gargoyle is an ornamental water-spout commonly found on mediaeval buildings such as cathedrals, so I think they are really talking about 'grotesques', the stone carvings that depict anything from winged horrors to caricatures of local personalities - but be that as it may, what would it be like if such statues came to life and walked among us?
The first part of the book takes you through all the elements of creating a gargoyle character, complete with all the necessary game mechanics. There's a vast array of feats, most of which alas require you to be a gargoyle to take them (some could prove entertaining additions for members of other species...), also expert and master classes for aspiring legends of the gargoyle world.
So, now we can generate gargoyles, what to do with them? Firstly, there's the need to decide how they came to be - magic, perhaps, or alien visitors from another world. Are they inherently hostile or if greeting with kindness would they reciprocate? Have they always been here (hence the myths and legends) or have they only just arrived in our midst? Are they a part of normal society or interacting covertly with us?
Once you've decided these, you can start to think about how they will fit into your campaign. There's some quite detailed discussion that ought to spawn a few ideas as to directions in which to take your game. Most are predicated on gargoyles as NPCs, interacting in various ways with player-character human beings - but it could prove amusing to turn it on its head and have the players play gargoyles attempting to integrate with the world (or spy upon it, invade...). Many other supplements are drawn in, particularly the World of Fire campaign setting which is ideally suited to adding this kind of weirdness. There's a whole organisation set up to keep gargoyles and humans apart, the Stonecutters (why cannot I get the episode of The Simpsons out of my head?) with their own agenda and structure: your characters may be part of it or working against it, or just run in to them once they have discovered that gargoyles are real. Plenty of scope for fun here... and the book rounds out with some NPC gargoyles all ready to get embroiled.
It's a fun, off-the-wall concept which could make for an entertaining campaign.
This supplement is aimed at those who want to bring the paranormal into their Spycraft game, in particular those aspects of it relating to ghosts. After all, ghosts make for good stories and at least some of the techniques used in tracking them down and researching them are common to your average spy. This variant of the game is based on attempts to explain, exploit and control supernatural events such as hauntings.
There is a brief introduction to parapsychology, the 'science' of the study of such phenomena, including its early history and rise to popularity in the media (particularly on TV and in supermarket tabloids). There's also a useful glossary of terminology so you can sound like you know what you are talking about.
Next comes the vehicle for the adventures, Spookbusters Inc, a francised ghost elimination service. Sound familiar? Well, who're ya gonna call? With a sidebar detailing the Sydney, Australia, branch of the franchise, there's a run-down of the likely roles you'll need as you set up operations and some notes on standard operating procedures.
These are followed by some story seeds to get you going... and a sidebar explaining how real-world ghost investigations are considerably different from this style of ghost-busting. Naturally it is up to you what style of game you would like to play.
The next section looks at assembling your team, mostly in game mechanical terms of character abilities and skills, and also at the opposition - the abilities of your average ghost. These are somewhat more intangible, a bit like the ghosts themselves. There's an expert class (for a ghost hunter) and rather confusingly a master class for a ghost itself, the Legendary Ghost. It might have been better to separate this out and deal with characters and ghosts separately.
Then comes a collection of useful feats for both ghosts and ghost-hunters (again rather jumbled up) and the all-important specialist equipment that no well-dressed spook-buster can do without. This includes a 'sonic resonance lance' (don't cross the beams...) and a 'Spook-1' modified Humvee (must be better than a modified hearse with dodgy suspension).
For those who prefer a less-technogical method for dealing with ghosts, there's a section on exorcism, including the necessary game mechanics to model it in your game.
Finally, there's a whole swarm of ghost NPCs with full stat blocks and other notes; as well as ideas for the sort of campaigns you could run using this concept.
Overall it is a fun idea for some light-hearted gaming, although it comes across as somewhat jumbled and would have been better with the character and ghost material separated better. (Worth 4.5 stars, could I but give them - 5-star material with the organisation letting it down a bit!)
Designed as an introductory adventure for Shadowrun 5e, this can meet a myriad of needs. Your group (indeed, you too) may be new to Shadowrun, or you may just wish to have a structured introduction to the changes brought in by the Fifth Edition - it's a lot more enjoyable to play through them than merely read about them, after all. Hence it is designed to be adaptable to suit the group you have in front of you, and yet provide excitement and adventure, challenge and sheer fun, however much they know about the game mechanics and/or the setting.
At its most basic, the adventure concerns information and the lengths some people will do to get their hands on it. This will mean that the party of shadowrunners will meet a range of different factions, many quite powerful, and they'll have to pick their way carefully to come out alive, never mind on top and with bulging credsticks. The opening chapter, Politics and Paydata, lays out all the background to what is going on: read it carefully and see how it all fits in to the background of Seattle life at all levels. Run well, this adventure will also provide a comprehensive introduction to Seattle and its movers and shakers, setting up a successful shadowrunner team for a potentially profitable future there, if that's your long-term aim for your game.
It all begins with the 'runners being arrested for something they didn't do (however many offences could actually be laid at their doors). From then it's a sequence of unfortunate events as they come into possession of potentially explosive, not to mention valuable, information and have to decide what to do with it... and the delight is, that it is very much up to them what they do. The whole adventure is open-ended, full of options provided in such a way that you can react appropriately to whatever they get up to - a real treat to run (unfortunately I cannot tell you if it's a treat to play, but they looked as if they enjoyed it!).
Open and flexible it may be, but it is structured enough that you are not left waiting on your players, there are plenty of events to run that will keep them moving - if they do not go out to find the adventure, it will come and kick their door down. There are at least five factions who would dearly love to get hands on that information, and not all are prepared to pay for it. Time to make friends and enemies, with repercussions that can echo on for the rest of your campaign.
An added bonus is an opening scene which is designed to enable you to actually form the shadowrunner team if your players have newly-generated characters who do not know each other yet. This is helpful if you are using this adventure as a campaign-starter. From then on, things move fast but well-structured, with plenty of advice on how to portray places and people and how to deal with whatever problems arise... or even make more problems if you think the 'runners are having too easy a time of it!
The adventure should appeal to all types of players with opportunities for interaction, investigation and role-playing as well as enough combat to keep anyone satisfied, with plenty for hackers to do as well. Multiple routes lead to the exact same key events, giving the players the illusion that they are in control of their own destinies whilst actually keeping the adventure firmly on track.
Overall, a cracking adventure perfect for getting your Shadowrun 5e campaign off to a flying start.
This is a collection of four adventures originally written for convention use, but equally interesting for any game. These take the shadowrunners out and about, visiting remote islands, New York and South America, providing plenty of travel as well as opportuntities to make a few nuyen and get into trouble.
The adventures are set up in the standard format used by all Shadowrun Missions scenarios, one which is easy to follow and makes it easy for the GM to run the adventure flexibly in response to character actions yet keep it on track. As they are designed for conventions, they can be run in a standard four-hour convention slot but if you are not constrained for time they can be run over a longer period (or of course in a single session, as suits). They can be used as a one-off or as part of a campaign.
It appears that - despite the wide geographical spread of the actual adventures - it's been assumed that the characters are in Seattle to start with, as before the adventures proper there's a one-page Arrival section which gives you some ideas for getting 'runners from elsewhere to Seattle.
Well, the first adventure - Lost Islands Found - concerns a small chain of islands that has mysteriously appeared in the Puget Sound, so being in Seattle already puts the characters handy to be hired to 'collect' an academic their patron wants to help investigate what's going on. Of course, other people are likely to object, and there's always that little bit extra, the task added on to the one already accepted... What starts off as a fairly straightforward and standard 'extraction' gets more interesting with the opportunity for a boat ride and a spot of archaeology thrown in.
The next adventure is Deconstructing Patriots, and involves another extraction, this time of a senior corporate executive in downtown Manhattan, who is apparently a fugitive from justice wanted in UCAS. If they are not in Manhattan already, you will have to get the 'runners there, probably as a result of the initial call offering them this job. The scene is well set and there are opportunities for researching their target, all too necessary if he is to be acquired without too much difficulty. This is a fairly straight-line adventure with the characters obliged to go to certain locations because that's where the target (or information about him) happens to be, but has an interesting twist in a counteroffer made by the target's employer... overall, though, this is a standard shadowrun, albeit a good one with some interesting twists.
Then comes Congressional Conspiracies, which can be run as a follow-up to Deconstructing Patriots as hints are dropped in that about another target involved in the same bit of bother and also with a price upon his head. The political background is quite complex, and the actual tasks which end up being offered to the 'runners are somewhat different from what they might have been expecting, but profitable nevertheless. Different openings are provided depending on whether or not they played Deconstructing Patriots and what happened there, and then we're off, with a spot of hostage rescue and investigation of a covert ops team to keep everyone entertained.
Finally, Stormcrow Undone takes the 'runners to Bogotá in Colombia, to collect evidence of wrong-doing (and to try and avoid any riots...). The set-up is decidedly original, bringing them to Cartegena for completely different reasons and then stranding them there, the real job that is the meat of this mission being a way for them to save themselves from the mess you've just dropped them into. Neat, and a good opportunity to enjoy watching your players' faces as this unfolds. All the difficulties of travelling and operating in what, to the average shadowrunner, are decidedly primitive conditions are well presented, and this adventure should prove to be an original and memorable one.
A well-supported set of adventures that should be good for dropping in when you need a self-contained 'run whatever the main plot arc of your campaign might be.
Sprawl Wilds is a collection of adventures gathered with the purpose of introducing your group to some of the interesting and exciting places that are to be found in the underbelly of Chicago. Originally written for convention use, they ought to slot in neatly to any campaign.
Each adventure is structured in the same way as the Shadowrun Missions series, which provides a clear framework with plenty of scope to let the adventure develop fairly organically as you and your players wish, yet with enough signposting to help you keep it on track. There are several 'scenes' which come with an overview, some read-aloud text to set the scene and more detailed information to enable you to run it effectively... and not forgetting a section on what could go wrong and how to deal with unexpected player actions. Ruleswise, you can use these with Shadowrun 4e or Shadowrun 5e as you prefer.
OK, what if your campaign isn't set in Seattle? No worries, there's a one-page mini-scenario designed to give your party a reason to be in Seattle even if it is not their regular haunt. They might like it and stay, or after sampling one or two of the adventures herein, they may prefer to go elsewhere. Neat.
There are a full four adventures here - Manhunt, Carbon Copy, Ashes and Humanitarian Aid. Each could be run in a single session (they were, after all, built around standard four-hour convention slots) but you can take longer if you prefer.
Manhunt begins with a request to help someone who's investigating mysterious animal attacks and killings out in the Barrens. Naturally, there's more than meets the eye... and there's the added complication that you are out in the country with things like weather, not 'safe' on the city streets. The first problem is actually getting out there, and once there the action comes thick and fast in this alien environment.
Carbon Copy, back on the city streets but no safer, involves a hunt for a serial killer. There's just one thing. That killer's been dead for years, and even the copycat killer who operated for a while over a year ago has not been heard from in ages... another edge-of-the-seat ride for the party including a visit to the Ork Underground and dealings with Knight Errant.
Ashes again involves the Ork Underground, putting the characters at a pivotal event, a moment in history from which hangs the future of an entire society - yet it all begins with a 'short courier job'. This soon develops into an intense and time-critical series of events. And a major fire.
Finally, Humanitarian Aid sends the characters to the aid of a township in Salish territory who have fallen prey to a rather nasty virus. Supplies of vaccine have been stolen from the local clinic, and it's the party's job to retrieve them so that the ill can be treated.
All serve as stand-alone adventures that can be played as one-offs or slotted into an ongoing campaign. Each presents an interesting take on the world of the shadowrunner, broadening the scope beyond the usual corporate bickering... and they're fun to run. Everything is well presented and laid out so as to be easy to use, with comprehenive maps, handouts, rumour tables and more to make the game master's life easy.
Designed to give a flavour of what Shadowrun is all about, this opens with 'Everything has a price' - the mantra by which the mercenary world of the shadowrunner operates. It then presents the romantic view of shadowrunners as the brave few who won't dance to the megacorporations' tune and aid their pursuit of profit above all else.
It then dives straight in to an outline of how the game works, written with the complete beginner in mind. Pre-generated characters are provided, but there's a clear run-down of all the main components of one: metatype, attributes, qualities and skills, although it doesn't explain how to actually create a character - after all, this is designed to give you a flavour of the game. The task resolution process (or 'test') is explained quickly but clearly with examples, along with a short concise summary of the combat process.
Next, the 'awakened world' of magic is covered with explanations of how to cast spells and how to defend against them with counterspells. For those who prefer the technological, this is followed by details of the wireless augmented reality world in which the characters live, in constant realt-time communication with the Matrix (the beast into which the Internet has evolved). And that's everybody, not just the deckers whose specialist skills enable them to explore and warp the Matrix in ways never intended.
Armed with this rather breathless yet comprehensive overview of game mechanics, you are then provided with a short scenario, 'Fast Food Fight', in which you can try them out using the pre-generated characters provided. For reasons adequately explained this revolves around a brawl in a fast food restaurant, a place which makes the burger joints we're used to sound like fine dining. A plan of the place is provided as well as clear descriptions of every location (and the hazards therein). NPCs are also provided, and there is even a copy of the establishment's menu... along with some rules to determine if anyone eating from it gets food poisoning!
Although simple, the adventure does provide plenty of action. There are suggestions throughout for running it and even for digging a bit deeper and taking it to a full-blown adventure, as well as some hints for more astute players to develop some interesting tactics during the brawl. There's even a sheet of handy tables to use as a Gamemaster Screen.
A nice introduction to playing the game, suitable even for newcomers to role-playing never mind Shadowrun, but an experienced Gamemaster would be advantageous, if you have one. If you are interested in shifting editions of Shadowrun, you'll have to decide where the differences lie between this and the edition(s) you are used to playing, as there is no indication here. But overall it gives a good feel of basic shadowrunning and ought to leave players ready to get to grips with the full game.
The Mysterium is the order of mages that seeks to preserve wisdom and magical lore, sometimes by keeping it secret from those who might use it for ill or who would be themselves damaged from knowing it... and if your character decides to join this is essential reading, certainly if you have embraced the underlying concept of the game as being about individual growth and development in a world where magic is real. It opens with a compelling piece of fiction about a man who is somehow accessing secrets of magic without actually being Awakened, which sweeps the reader along in fascination.
The Introduction explains who the Mysterium are and the sort of things that they do, how they recruit and what happens to those who join up - in a word, ongoing enlightenment (Sorry, that ended up two words) - and then lays out what is in the rest of the book.
Chapter 1: A History of Wisdom traces the history of magic itself from its early beginnings, back through the ages to the days of Atlantis and forwards until the now. Of course, this is the history of magic as told by the Mysterium. Others may have different views... and even Mysterium members do not agree about everything! There is still much hidden knowledge, and finding it is a challenge that a group of Mysterium mages might well embrace. The chapter discusses how they have sought to find and preserve knowledge throughout known history, and sometimes even shared it.
Then, Chapter 2: Those Who Know talks about knowledge itself and how the way in which Mysterium mages handle it defines them as much as do their practices. There is even more magical theory here, however, showing how they operate on a day to day basis and the ideas underlying their actions. A core belief is that magic is itself alive, but of course there are many ways in which they handle it on that basis - be it ecologically (rationalising that if magic is alive, so is all of the universe), through mathematics, or by developing advanced mental powers. Knowledge, it is said, is divided into three strands: a High Path that studies magic and mages themselves along with the Supernal Realms, a Central Path that looks at the supernatural world and its denizens, and a Common Path that explores the regular arts and sciences available to everyone, mage or not. Research goes hand in hand with exploration and experimentation, Mysterium mages often infiltrating archaeological expeditions or consorting with tomb raiders in their quest to discover what has been lost over the ages. There are certain standards by which they live, however, which include never deliberately misleading another mage, the duties between master and apprentice, and a requirement for fair trading when knowledge is to be exchanged. There are plenty of ideas on how to incorporate these concepts into your game, even suggestions for complete chronicles.
Next, Chapter 3: The Ladder of Mysteries focusses on the organisation of the Mysterium and charts how one progresses through it via a series of initiations. This section is full of ritual (and funny handshakes if you want them) that can be used to mark a character's growth within the order from initial recruitment and the ceremonial surround entry into the Mysterium through to higher levels few may attain. Signs, symbols, mystical phrases abound: anyone who has studied mystery cults or belonged to one will recognise the pattern.
Chapter 4: Factions and Legacies explains how the Mysterium is not one monolithic block sharing uniform customs but instead is made up of many different groups working together (at least most of the time) towards a common cause. These factions may on the face of it be defined by their role within the order - librarian, curator, archaeologist, ritualist and so on - but if you dig deeper there is much more to it than that. History, motivations and approaches to life and to magic are discussed for each group. There are plenty of ideas here for developing a character's distinctive personality and style.
Then Chapter 5: Spells and Artifacts explores some of the magical knowledge, spells and tactics that the Mysterium shares only with those within the order. There's a lot here, from typical ritual gestures of spellcasting to (naturally) some new spells.
Finally, there's an Appendix: Allies and Antagonists which provides a selection of well-developed Mysterium NPCs which may be encounter - as friend, foe or just someone passing through - during the course of a game.
It all makes for a fascinating read but begs the question: just who ought to read it? A player with a non-Mysterium character would likely know none of this, and even a Mysterium character will grow into his knowledge as the game progresses. Yet it's not really for Storytellers alone, and even players may well play several different characters over the course of time. What it does do is give a magnificent insight into how this particular order operates and thinks, being excellent information for those who want to get into the very head of a Mysterium mage.
Opening with some decidedly adult fiction in which mages and ordinary mortals mix at a convention with unsatisfactory results for just about everyone, this book is a second collection of legacies adding to the rich tapestry of mage society and perhaps offering a path which your mage character might like to tread.
The Introduction: Long Ago and Far Away explains the significance of legacies in a mage's journey through life, how they can contribute to his development as an individual and Awakened mage. The focus of this book is the ancient traditions, those that trace their lineage back through the mists of time or which seek to rediscover ancient truths lost to modern mages. Thirteen legacies are presented here including a couple from the Left Hand Path, teaching their adherents dubious practices which make them more suited for NPCs than player-characters and so best left for Storyteller use.
The bulk of the book is given over to detailed discussions of the thirteen legacies, providing ample material for anyone wishing to play a mage embracing one of the legacies or a Storyteller who wants to embroil that legacy in the storyline. Although necessary game mechanics are included, the main gist of each one is the underlying mindset and concepts involved, helping the reader to understand how a mage will grow and develop as he pursues that legacy. Each one includes the attainments a mage gains as he advances within it and a sample character should you wish to make use of it as an NPC representative of the legacy (or as inspiration for building your own character or NPCs). There are also story hooks based around each legacy which can be woven into the plot or even used as inspiration for an entire chronicle focussed on it.
Reading through the different legacies gives an idea of the vast and magestic sweep of history that lies behind magic within this game. Like its companion book Legacies: The Sublime this one delves deep into the underlying philosophy and addresses the core of the game: the development of the individual as a wielder of magic in modern times. Many of these legacies involve mastery over something - the elements, dreams, even death itself - and speak to the need of many to control things around them, something that lies at the very heart of magical power. Others address the equally powerful urge to create, be it in stone or metal or music, or to understand the underlying pattern.
This makes for a fascinating read, once you have got past the opening fiction which will be a bit too explicit for some readers. The legacies are varied and provide valuable insights into what it means to be a modern-day mage, and for those who choose to follow them provide a vehicle to develop characters into potent practitioners of their art.
This adventure is designed with the novice GM in mind, and involves a series of unfortunate events in a mansion near the rural settlement of Gafolweed. It's intended for 3rd-level characters, ideally from the area. This mansion is the home of an adventurer called Marcellus Drake... an adventurer who has ensured his fame lasts by penning a series of autobiographical stories about his adventures.
The characters are brought into the story by an ingenious twist: the late adventurer's lawyer contacts them stating that they are his heirs, but to claim their inheritance they must solve the mystery of the adventurer's own murder!
With most adventures, this is where I'd make some comment about not everything being quite so straightforward, but in this one it is not a case of all is not what it seems - nothing is what it seems! The mansion is, needless to say, absolutely bursting with traps and other dangers, and the dungeon beneath is inspired by the stories of the adventurer's exploits.
The adventure begins in Gafolweed, where the legends around Marcellus Drake have become a cottage industry. Copies of the stories and related merchandise can be obtained here, and it is here that the party will be approached by the 'lawyer' informing them of their good fortune. Everything is well laid out with helpful hints and tips for the GM on how to run each encounter, even in the fairly loose and freeform early stages. Stat blocks for each encounter are clear and placed just where you need them. Good notes are given on playing each NPC as that individual is first presented, whilst descriptions - of people, places and things - paint vivid pictures. In addition there are neat "GM's Tips" that give additional advice on how to deal with various issues from concealing that an NPC is lying to keeping track of a horde of them.
The course of the adventure is quite free-form, with the characters able to wander around at will, interacting with the household staff and exploring the various parts of the mansion. Yet everything is laid out clearly so that the GM will be able to let the party have free rein while being able to respond appropriately. Ways of passing information on to the characters are suggested, including gleaning clues from knowledge of Drake's exploits (even if they have to speed-read the books - assuming they bought any - mid-dungeon!).
Several battlemaps (0one are good at them!), paper standees for the monsters and handouts are provided. The handouts are slightly marred by obtrusive product branding, but it is just about possible to cut around it if you prefer 'realistic' looking handouts.
This is a novel and well-resourced take on that old classic, the puzzle dungeon. It's coherent and logical, and should make for an entertaining game.
The Origin of the Species series of supplements is all about providing options for including non-human races - be they characters or NPCs - in your Spycraft game... but this one takes it to an extreme, providing all that you need to play a 'transmech' or in other words a transformer, a self-aware autonomous robot that is capable of switching form between two appearances, based on those common to the world in which they live. Product of some alien engineering - or even 'extreme science' on Earth - you might think they'd be better suited as invading opponents to your band of spies... but it could be quite entertaining to play one instead.
A transmech is a fully-conscious robotic lifeform, not someone piloting a strange mechanical exoskelton ('mecha'), and its important to remember that especially if you are playing one rather than fighting them. They tend to be large and quite obvious, at least in one of their forms. Naturally, they do not work quite the same as people: they do not eat or breathe and do not heal damage in the same way as a human being does. One form is the classic 'robot' style upright bipedal thing, the 'alt-mode' shape it can shift into (quickly, it's merely a full round action) can be just about anything provided it is at least approximately half the mass of the bipedal form (where the rest goes, nobody knows!). Things like vehicles, objects or even animals are allowed. Objects can include weapons, of course. A vehicle can be 'driven' by someone else, just like any other vehicle, and objects can be used as ordinary objects of that type, which could give rise to some interesting situations.
There are a lot of specialties and feats to enable you to customise a transmech to meet your needs, and copious advice on actually building and playing one. There's also a master class to aspire towards, the Legendary Transmech.
Next comes a good collection of campaign ideas - if there are going to be transmechs in your campaign, you will need to work out what they are doing there! As well as these one-paragraph ideas there is a full-blown campaign seed complete with a new organisation whose purpose is to protect at least some of humanity from encroaching transmechs. To get you started there is a horde of developed transmech NPCs, which provide good examples of what you can do with the basic rules herein.
Finally, there are three ready-to-play scenes involving transmechs. They begin with the party as human operatives in a world that has no knowledge of transmechs... but that doesn't last for long! The second one pits the characters as transmechs arriving on a new world and the final one involves said transmech team finding an ancient artefact and having to deal with it as well as the inhabitants of the world they are on.
It's an interesting concept which could prove the basis of a dramatic campaign if it's the sort of thing that appeals. An intriguing thought would be if a party of human agents find a single transmech who becomes part of their team, but you would need some strong role-players to pull that off successfully.
This supplement is about adding classic fantasy races to Spycraft. Now you may think that dwarves and elves and the like have no place in a contemporary espionage game... but what if, for some reason, they did? You may choose to run an alternate world in which they do exists - have you ever wondered what Greyhawk or the Forgotten Realms would be like in modern times? - or perhaps the sudden emergence of such beings is going to be central to your plotline. 'Ordinary' human characters serving as agents of their government might then be tasked with finding the answers to such questions as Where do they come from? Are they a threat? and so on. The potentials are enormous if you are willing to give this a go!
This, of course, presupposes that the fantasy race(s) you choose to incorporate are NPCs. It's also possible for players to have characters of non-human stock, depending on what sort of game you are intending to run, and all the resources needed for the generation of such characters is included here. If non-humans are not integral to your campaign world, an interesting twist would be for players to portray the first few dwarves (or whatever) encountered by regular humans in a world similar to the real one, turning the sort of investigations mentioned in the first paragraph upside down.
The races covered here are dwarf, elf, orc and pech (basically a halfling/hobbit-style race). For each, the modifications from a base standard of 'human' are enumerated, and all the necessary game mechanics are provided to create and run characters of these races. Due to the completely open-ended nature of how they are present in your modern world, however, there is none of the background material common to most fantasy games. This is something you will have to invent for yourself, or turn to fantasy resources to provide.
Each race has an associated master class to aspire to, the Legendary. Before they get that far there are assorted specialties, abilities and feats that can be chosen to reflect the fact that they are not merely humans with pointy ears, short stature or whatever, but a completely different race altogether.
Finally, there are not only sample NPCs but a neat idea called 'character seeds': outline concepts for characters which you can then flesh out to finalise the design of the character that you will play. It's a good way to help steer you through the bewildering array of options available.
I must confess I opened this book thinking that it might not be a particularly good idea, now I'm having ideas for campaigns flooding in! This is one of the delights of reviewing: the opportunity to study concepts that do not initially appeal often reveals hidden gems you might have passed on at a first glance. It won't be a classic James Bond spy game, but used with thought the material herein could create a very enjoyable and memorable game.
Spellbound: The Seer is part of a series that allows the incorporation of magic into a Spycraft 2.0 game. Each volume presents a 'school' of magic and a corresponding base class for those magicians who wish to practise it. In this one, we meet the Seer, described as a student of mystery, master of secrets, and wielder of devastating words of power... if you are running a Spycraft game that allows for the supernatural and magical powers, this could be an interesting and potent addition to the classes available to your players... and probably great fun as an NPC too!
The supplement begins with some general remarks about having magic in your game, beginning with the need to set it as a campaign quality and then choosing which schools of magic exist in your setting. The discussion moves on to some thought-provoking ideas as to how magic might work - what's the source, how do you access and use it, what does it look like and what are the consequences of loosing magic on your world? Once you come up with your own answers to these questions, you have gone a long way to doing the groundwork to embed magic into your game.
There are some differences to 'standard' D20 magic, such as you find in Dungeons and Dragons. You make a skill check to cast each spell, for example, and can cast any spell you know without preparation provided you have sufficient power. Oh, and you can be wearing whatever you want, and various other changes. It makes for a simple and straightforward set of mechanics to underpin spellcasting.
Right, here we are looking at the 'Seer School' of magic, which has three strands or disciplines, being artifice, divination and word. Artifice is about exerting control over machinery, divination is about detecting things and observing even at a distance and word is using the very language of magic to sometimes devastating effect. Thus introduced, all that you need to generate a Seer character is provided. Depending on how you choose to interpret it (and several suggestions are given) a Seer ought to be a source of wise counsel to his colleagues, a practical ideas man for the party. He's an interesting character, with high skill points, a well-rounded class skill list, strong progressions, and a spell list that can create offensive, defensive, knowledge and crafting effects.
Next, the whole process of spellcasting using these rules is explained. Basically, it is a 'spell point' system where the caster expends a set number of points based on the spell he wants to cast. The points he has is based on his level and they refresh every scene (unless he is still maintaining a long-running spell, when he doesn't get the points powering that spell back). Normally spellcasting is quite noticeable (you need a Sleight of Hand check if you try to conceal what you are up to, and they still might notice the mumbling - you have to be able to speak to cast). You also need a 'spell kit' - the equivalent of the infamous 'material components' required of a D&D wizard - although its up to you and the GC to determine just what you need to have with you to cast effectively.
Once you have all that in hand, there are some magic-related feats to choose from and a goodly array of spells... as well as sufficient information on how they are put together to let you construct your own if you are that way inclined. The collection of spells just begs to be tried out and could provide a very interesting spin on an otherwise conventional Spycraft game if you decide to let magic in!
It's an intriguing proposition and one that could make for some memorable ones. Try it if you dare.


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Mutant "zombie bees" have made their way across the country to the Northeast after first appearing on the West Coast. The discovery made last summer in Vermont was the first spotting of zombie bees east of South Dakota, according to biology professor John Hafernik of San Francisco State University.
Not actually undead creatures like the ghoulish fare of horror films, the zombie bees are so named due to their erratic behavior once infected with a parasitic fly's eggs, a bee expert told ABC News on Wednesday, Jan. 29. However, that's not to say the reason for the erratic behavior and the bees' eventual death by parasite isn't a horror story in itself.
The infection begins when a fly called the Apocephalus borealis latches onto a bee and lays eggs inside which eventually hatch, wreaking havoc on their hosts, Hafernik explained.
"They fly around in a disoriented way, get attracted to light, and then fall down and wander around in a way that's sort of reminiscent of zombies in the movies," Hafernik said. "Sometimes we've taken to calling [it], when they leave their hives, 'the flight of the living dead.'"
He calls it a sort of a combination of zombies and aliens mixed together. Once infected, the bees start exhibiting zombie-like behavior. Then when the eggs hatch, the bees typically drop dead within minutes.
Gassy cows explode, blow roof off German barn.
The culprit fly was originally discovered in Maine in the 1920s. Since then it has been found across the United States, where it had been known to "parasitize" bumblebees and yellow jacket hornets, but not honeybees, Hafernik said.
Even though it's unclear exactly how many bee colonies throughout the continent have been infested, there hasn't been any sign of a widespread infestation.
"...there's not necessarily any threat of a zombie (bee) invasion anytime soon," Hafernik said.

subset: commoncrawl


text:
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From 0 ratings
Plant type
Deciduous tree
Flower colour
Autumn colour, Flowers
Skill level
This flowering dogwood is a stunning sight in late spring when its branches are covered pink bracts. In the autumn, the leaves turn a lovely shade of red-purple. Grow in neutral to acid, well-drained soil in sun or partial shade. Little pruning is needed but can be pruned in late winter to early spring to maintain a healthy framework.
Family: Cornaceae
Genus: Cornus
Species: florida
Cultivar: f. rubra
Plant type: Deciduous tree
Flower colour: Pink
Foliage colour: Mid-green
Feature: Autumn colour, Flowers
Sun exposure: Full sun, Partial shade
Soil: Well-drained/light, Chalky/alkaline
Hardiness: Hardy
Skill level: Experienced
Height: 600cm
Spread: 800cm
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text: If you major in Nuclear Medicine Technology, you will be choosing a healthcare profession where honesty and integrity are critical personal characteristics required both in your academic studies and in the practice of your profession. To ensure that your decision to pursue this career is the correct one for you, we ask that you review the Essential Functions by which you will be assessed as a Nuclear Medicine Technology major. The following Essential Functions are the non–academic requirements of the Program, comprising the physical, emotional and professional requirements.


text:
Google Scholar
Information Literacy GEO this assignment addresses:
Using Technology to Access and Manage Information. Most students are familiar with Google, so it is a small step to get them to use Google Scholar which provides access to peer-reviewed papers, theses, books, abstracts and articles. One may access citations or complete articles when available. (In some cases an article may not be available for free.) Google Scholar indicates how often an item has been cited in other scholarly literature, and may be configured to link to Lakeland's resources, the EJC, and the OhioLINK catalog and databases.
Objectives of assignment:
This exercise requires the use of a computer lab with Internet access for hands-on computer instruction. The instructor should test the exercise in the lab to assure it is capable of performing all of the tasks in the exercise. This exercise can be customized to any subject area the instructor feels would benefit his/her students.
Assignment: Google Scholar Exercise
Important summation/review points:


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The new College Football Playoff has a new logo, which will no doubt spark a whole summer — perhaps a whole year — of debate.
Last week, fans were given the opportunity to pick from four different logo choices and 38 percent of respondents decided that No. 2, the gold football, was the best option.
I personally thought logo No. 2 was OK and probably the best of the four options.
Option 4 was actually leading the vote, but the website was hacked and several of the votes for No. 4 didn't count and it finished with 13 percent of the vote. Logo No. 3 had 25 percent of the vote and No. 1 had 24 percent of the vote.
OK, now that the logo is official, what do ya'll think?
- - -
Want to join the conversation? Hit us up on Twitter @YahooDrSaturday and be sure to "Like" Dr. Saturday on Facebook for football conversations and stuff you won't see on the blog.
Other popular content on Yahoo! Sports:
• AJ McCarron and Johnny Manziel to vacation together
• ThePostGame: The road to Jason Collins' revelation
• The Hype: 'In crunch time, Dwight Howard is worthless'
• Steve Alford locked in dispute with New Mexico over $1 million buyout
- Media
- Arts & Entertainment


text:
Awww, those widdle Avengers look so cute when they... ...dians born with facial hair? And how did poor lil Nicky Furyhttp://www.neatorama.com/2014/04/07/Super-Adorable-Yet-Somehow-Creepy-The-Baby-Avengers/
A cardboard collar, a few stickers and a kitty eye... ...atch, and voila, you too can make your kitty into Nick Fury .Link Via The Mary Suehttp://www.neatorama.com/halloween/2012/09/26/Nick-Fury-Kitty-Wants-to-Bat-At-Spider-Man/
Memos From Fury is a new Tumblr that exclusively features funny m...http://www.neatorama.com/2012/07/30/great-memos-from-the-desk-of-nick-fury/
Our friends at Comics Alliance have put togeth... ...each to whet our appetites. Other titles, like Nick Fury Agent Of S.H.I.E.L.D. starring David Hasselhoff,...http://www.neatorama.com/2012/04/25/15-tv-shows-based-on-comic-books-that-didnt-make-the-cut/
No, it's not colored in. But that's a good thing, or else the awesomeness would be too much to mentally process. Comic book artist Darick Robertson gave this image to writer Larry Young. Young passed it on to his young s...http://www.neatorama.com/2012/03/22/superman-captain-america-and-nick-fury-take-on-a-regiment-of-stormtroopers/
In this latest batch of animated comic book co... ...f animated comic book cover GIFs by Kerry Callen- Nick Fury uses some hypnotic effects to daze evil-doers, an...http://www.neatorama.com/2012/01/06/hypnotizing-comic-book-cover-gifs/


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Samantha Completes Anjaan Shooting!Monday, April 21st, 2014
Actress Samantha has completed her part of shooting in Anjaan, except for a song. The song shooting featuring Surya and Samantha is expected to take place soon. Directed by Lingusamy Anjaan features Surya in dual roles while Samantha plays the female lead in the movie.
Samantha has tweeted on April 17, "Last day of shoot for the talkies part of Anjaan. Just one more song left.. Definitely my quickest film.. #Anjaanrocks#Goa."
The other supporting actors of Anjaan are Bollywood actors Manoj Bajpai, Vidyut Jamwal, Rajpal Yadav and Dalip Tahil play supporting roles. Read the rest of this entry »


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The Surreal Life Links
This page will direct you to the latest news and best sites about VH1 Network's show Surreal Life.
About The Surreal Life and The Surreal Life Fame Games
On this show eight celebrities will share a house in the San Fernando Valley. They all will be able to go out to attend to their daily routines, followed around by a camera crew, and will convene in the house every evening to participate in games and other planned activities together.
Download Episodes of Surreal Life Download Episodes of Surreal Life Fame Games
News Articles about the VH1 Networks Surreal Life and Surreal Life Fame Games
Daily Mail 5/30/11 Former Brady Bunch star Christopher Knight and wife Adrianne Curry split on their five year anniversary
US Magazine 5/29/11 Adrianne Curry and Christopher Knight Split
Reality TV World 4/3/08 Former 'The Surreal Life' housemate Verne Troyer hospitalized
E!Online 7/19/07 Brigitte Nielsen Tries Rehab Life
Pro Wrestling Insider 7/18/07 Randy Savage on VH1's The Surreal Life?
Celebrity Spider 6/27/07 The Surreal Life Seasons 1-4 to Air on TV Guide Network
Reality Shack 3/27/07 Surreal Life Fame Games Finale – Backstabbers, Boobs and Kathy Griffin to Boot
TV Robot 3/26/07 One More Trashing and One Last Trophy
Celebrity Robot 3/23/07 Troyer, Vern Troyer: From MiniMe to Tattoo Two to Playboy
Metromix 3/21/07 Vanilla Ice's latest gig is on reality TV Turns his talents to 'Surreal Life'
Reality Shack 3/19/07 Rob Throws Another Hissy Fit – Surreal Life, Fame Games, Episode 9
TV Robot 3/13/07 What Tantrum is on this Agenda This Week, Rob?
Reality Shack 3/12/07 Cheaters Never Prosper – Surreal Life, Fame Games, Episode 8
Reality Shack 3/5/07 The Chyna Sin-drome - Surreal Life Fame Games, Episode 7
TV Robot 3/4/07 Rob Van Winkle Needs Some Ice, Ice, Baby
Fans of Reality T.V. 2/21/07 Recap: Separating the Lookers from the Hookers
TV Robot 2/20/07 Celebs Remind Us Surreal Life is Just a Game
Reality Shack 2/19/07 Head Games, Hookers and Bling, Oh My - Surreal Life: Fame Games, Episode 6
Fans of Reality T.V. 2/14/07 Recap: Respect Does a Disappearing Act
Reality Shack 2/13/07 And The Weiner Is - Surreal Life: Fame Games, Episode 5
Fans of Reality TV 1/30/07 Because Yucky is Gross
TV Robot 1/23/07 Surreal Life Fame Gamers Boo-hoo about Getting B-listed
Fans of Reality T.V. 1/23/07 Recap: Kissing, Quitting, and Hamming it Up
Fans of Reality T.V. 1/18/07 Recap: America's Crappiest Home Videos
Fans of Reality T.V. 1/11/07 Premiere Recap: At the Hotel Fame Whore
Celebrity Spider 1/9/07 Jordan Knight Quit Surreal Life Fame Games After Hearing of Granny's Death
Click here for previous news articles
Websites - The Surreal Life on The WB and VH1 Network
VH1 - Official Site for Surreal Life Fame Games
VH1 - Official Site for Season 6
VH1 - Official Site for Season 5
Amazon.com - Surreal Life Fame Games
Audra's "The Surreal Life" Page
Reality News Online - Surreal Life
Reality TV Calendar: Surreal Life
Reality TV Calendar - Surreal Life Fame Games
Reality TV Links - The Surreal Life
The Surreal Life Internet Search
Clubs/Forums for The Surreal Life
Fans of Reality TV - Surreal Life II Forum
See also: Jerri Manthey Links
This site is not affiliated with the WB Network, VH1 Network, the Surreal Life show or its producers
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Nancy S. Loving, DVM
Nancy S. Loving, DVM, owns Loving Equine Clinic in Boulder, Colorado, and has a special interest in managing the care of sport horses. Her book, All Horse Systems Go, is a comprehensive veterinary care and conditioning resource in full color that covers all facets of horse care. She has also authored the books Go the Distance as a resource for endurance horse owners, Conformation and Performance, and First Aid for Horse and Rider in addition to many veterinary articles for both horse owner and professional audiences.
Articles by Nancy Loving
Autologous Conditioned Serum Composition Evaluated
June 15, 2016
This treatment uses the horse's blood to generate serum enriched with growth factors and anti-inflammatory mediators. Read More
Burning Up: Photosensitization and Sunburn in Horses
June 07, 2016
Some horses are vulnerable to sun damage. Here's what to watch for and how to protect against it. Read More
Foal Eye Issues
May 31, 2016
A number of congenital or developmental problems can impair a foal's vision. Here's what to watch for. Read More
The New Navicular Paradigm
April 20, 2016
Here's what we know and are learning about defining, diagnosing, and treating this painful foot disease. Read More
Tips for Managing Suspensory Disease
April 01, 2016
Suspensory ligament disease, a leading cause of poor performance in horses, can be challenging to manage. Read More
Veterinarians Reveal Workplace Challenges, Job Satisfaction
March 31, 2016
Surveyed vets emphasized the importance of control and choice to help combat the stress associated with the profession. Read More
The Equine Liver in Health and Disease
March 29, 2016
The liver is a complex organ tasked with many vital functions that maintain and sustain a horse's health and life. Read More
Equine Vaccination Q&A
March 16, 2016
Confused by the various vaccine types, schedules, and administration routes for horses? Here's what you need to know. Read More
Clues for Recognizing Confusing Neurologic Syndromes
March 15, 2016
From behavioral changes to yawning, signs of neurologic problems in horses can be challenging to decipher. Read More
How to Disinfect Your Farm
March 10, 2016
You know cleaning and disinfecting exposed surfaces helps prevent disease spread, but what's the best way to do it? Read More
Spring Health Preparations
March 07, 2016
Check all these tasks off your list as you transition your horse into the spring riding season. Read More
Antibiotic-Anesthetic Combo Effective Lower Limb Treatment
March 06, 2016
Vets can use amikacin and mepivacaine to safely and effectively treat lower limb injuries in standing, sedated horses. Read More
Pelvic or Femur Fracture? Better Check for Both
March 02, 2016
A researcher offers tips on how veterinarians can pinpoint the cause in unresolved upper hind limb lameness cases. Read More
Examining Horse Deaths Related to Endurance Rides
February 28, 2016
From 2002 to 2014, researchers identified a fatality rate of 0.32 per 1,000 starts in endurance horses. Read More
Tips for Managing Lacerations Involving Joint Structures
February 24, 2016
These wounds are bad news! Pursue immediate and aggressive therapy for the best chance at a successful outcome. Read More
Feeding the Horse's Topline
February 20, 2016
Learn what your horse needs in his diet and exercise program to help develop a well-muscled topline. Read More
Mindfulness Training Could Help Combat 'Compassion Fatigue'
February 15, 2016
Improving resiliency can equip veterinarians to combat distress and burnout, and help them lead healthier lives. Read More
Equine Neurologic Exams: Be Thorough and Consistent
February 12, 2016
Thorough exams can help vets localize lesions to specific areas of the nervous system based on observed clinical signs. Read More
Tracking Down (and Preventing) Emerging Equine GI Diseases
February 08, 2016
Learn what GI diseases to watch for, how veterinarians detect them, and how to avoid them in the first place. Read More
Practical Equine Medicine Studies of 2015
February 04, 2016
Studies focused on ophthalmology, gastrointestinal disease, foal medications, pain management, and more. Read More
Can a Stall-Side Test Confirm Synovial Structure Infections?
January 29, 2016
Using one stall-side SAA test to evaluate synovial fluids can be a useful adjunct to diagnosis, researchers found. Read More
Best Practices for Choosing an NSAID
January 26, 2016
There are a plethora of non-steroidal anti-inflammatory drugs for horses. Here's how your vet decides what to use. Read More
Canine Melanoma Vaccine Testing in Horses Underway
January 25, 2016
While researchers have yet to see full resolution in study horses, all tumors reduced in size or stopped growing. Read More
Winter Farm Care Checklist
January 14, 2016
Experts share their time-tested steps for cold weather readiness around the barn. Read More
Testing for Equine Cushing's Disease
December 29, 2015
Weighing the pros and cons of pituitary pars intermedia dysfunction tests old and new. Read More


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Olaf SkoogforsAmerican (born Sweden), 1930 - 1975
View Objects By Olaf Skoogfors >>
Born in Sweden, Olaf Skoogfors came to the United States with his family at the age of four and did not discover his Scandinavian design heritage until many years later. He entered the Philadelphia Museum School of Art (now University of the Arts) to study illustration but soon turned to silversmithing and jewelry. The metals field not only proved artistically fruitful for Skoogfors, it also provided the artist with a viable livelihood. After graduating in 1957, he set up a small shop on the ground floor of a Philadelphia apartment building, where he sold his production-line work. Skoogfors's early hollowware objects bear the influence of Scandinavian design tradition, which he encountered in the mid-1950s while studying with Hans Christensen at the Rochester Institute of Technology's School for American Craftsmen. The characteristic clean lines and unembellished surfaces of this design aesthetic are found in his hollowware works such as Candelabrum and Decanter. The initial Scandinavian influence was later tempered by Skoogfors's interest in pre-Columbian, Celtic, and Viking traditions, as well as contemporary sculptural trends. Skoogfors's aesthetic further evolved in the mid-1960s when he revived the all-but-abandoned wax-casting technique, which led him to work with greater spontaneity of form and create more nuanced textures. Approaching metal like a collage artist, Skoogfors would cast a series of elements and then assemble them in compositions. A self-described "constructivist by inclination,"1 Skoogfors revealed this proclivity in the complex assemblages of his later years. Works such as his percussive 1970 Pendant and 1975 Brooch, with its subtle surfaces and embedded form, display a highly sculptural sensibility and a fine balance of organic and architectonic elements. Suzanne Ramljak, from Crafting a Legacy: Contemporary American Crafts in the Philadelphia Museum of Art (2002), p. 145.
1. Arline Fisch, "The Legacy of Olaf Skoogfors," Craft Horizons 39, no. 2 (April 1979), p. 29.


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The Huffington Post Kiki Von Glinow First Posted: 10/24/12 EDT Updated: 10/26/12 EDT
These celebrities certainly are animated. But not only do they have a flair for the dramatic, their famous faces also have us harkening back to the days of princesses, superheroes and talking toys.
Whether it's their fiery locks, sparkling eyes or mischievous smile, check out these stars and their Disney character doppelgangers.


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Let $G$ to be a infinite abelian 2-group. I want to know information in structure of group automorphism of $G$. For example $\alpha$ such that $\alpha(x)=x^{-1}$ for all $x\in G$ is an automorphism of $G$. Do we can find other automorphisms of $G$?
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Last month I wrote a story at the Huffington Post about BeCause Jewelry, which donates to world hunger relief. One of the items they sell is a necklace called a Forget-me-Knot.
Every time you buy a Forget-me-Knot a donation is made to the World Food Program USA. I had seen Forget-me-Knots before. As it turns out there was a similar fundraiser all the way back during World War I.
Only then it was a flower called a Forget-me-Not and sales benefited hunger relief in Belgium. The country had severe food shortages from the fighting between Germany and the Allies.
The Commission for the Relief of Belgium, led by Herbert Hoover, needed to raise funds to feed the hungry. Children were the most vulnerable to the malnutrition caused by the war.
The Forget-me-Knot of today can also help feed war victims in Iraq, Syria, South Sudan and other countries. The World Food Program USA donations support food aid in these and other countries.
Whether it's selling a flower or a necklace the message is simple. Even though you may be far away, do not forget about the hungry.


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Reviews - Blue Hotel2
1rue bernex, Saint Brice Reims, 51370
Price From £47.14View Rooms
Customer Reviews
Our reviews are from genuine LateRooms.com customers. We verify that the customer has stayed before leaving a review.
Very Good
100% would recommend it to a friend
Customer service
Food quality
Room quality
Don't worry about only two stars
Excellent value hotel, ideal for a stopover on the way to Calais.
Facilities are good and although they don't serve food in the evening there is a Chinese 2 mins walk away that is open till 11.00 if you aare late arriving.
Read More Less
The Blue Hotel
Hotel was easy to find and very convenient.
Although it was right on the A26 and next to a hypermarket it was remarkably quiet. Father and son who seemed to be running it were very welcoming. The room was very clean, pleasantly furnished and the bed very comfortable.
Read More Less
Ok place to stay
Just outside town, so a 11 euro taxi ride into the centre.
good parking and clean rooms, manager very helpfull, there's a chinese restaurnt next door and also the LeClercs shopping centre across the road with a restarunt in there, not fancy places but value food and easy eating. would go again.
Read More Less
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I am using gtkmm-2.4 for my Ubuntu apps and to determine the size of the window for the application I use get_desktop_geometry. This returns the dimensions of the display you ask for. My issue is that when I use these dimensions to size my window, the window is slightly too big because I didn't account for the unity launcher (on the side) and the unity panel (across the top).
Has anyone encountered this issue? Does anyone have any ideas or suggestions?
Thanks in advance!


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Time to Put Our Stock Market Rally Hats Back on Already?
Lloyd Khaner
The most overly wished for and anticipated market correction since the 1990s was derailed. So now what?
Did we just have another less-than-10% correction? Hard to know, but the
(INDEXDJX:.DJI) and the
(INDEXSP:.INX) are closing in on being up 20% for the year again and the
Nasdaq Composite
(INDEXNASDAQ:.IXIC) has vaulted over the 20% bar with ease. How can this happen with market volumes and sentiment at low levels? Allow me to offer up the US equity markets for the last five years as Exhibit A.
So what derailed the most overly wished for and anticipated market correction since the 1990s? The best guess is the pressing of the pause button on the military strike on Syria. This situation is being played out in the markets, in Washington, on the Internet, on TV, in the UN, in Russia, and of course, in the Middle East. Still a bit of a jump ball how it ends, but for now, we seem to be in a holding pattern and the markets may take a wait-and-see approach as well.
Not to be forgotten is that September is historically the worst month for the equity markets. Which really means nothing more than people are usually looking for a reason to sell stocks because that's what has happened in the past. Call it behavioral finance, call it market psychology, or just call it what it is: September.
P.S. October is only slightly better and the undisputed holder of the Most Market Crashes record. Someone just blink us to November, please.
Click on the image below for an interactive version of
this week's Wall of Worry
, or scroll down for the text-only version and an explanation of how the Wall works.
Monetary trivia-geek question: When is the last time a president from the Democratic Party named a new Fed chief? Answer: Jimmy Carter named Paul Volcker in 1979.
More people dropped out of the workforce. Whew!
A moving target. Hopefully moving up.
Money coming into mutual funds and out of ETFs, therefore market sentiment confusion staying put.
This entry is coming off the Wall soon, so if anyone has any reason why this worry should be kept on the WoW, let them speak now or forever hold their fretting.
If it ain't getting worser, it's getting better…I hope.
Welcome back, to that same old place that you laughed about..."
Lloyd: Market closes for hours, trades gone wild, even China getting into the dysfunctional act. Never thought I'd see anything like it.
HAL: Just in time for September!
Declaring that 7.5% GDP growth for 2013 is in the bank. Which bank, we would like to know?
Sure would be a buzzkill if we got an oil price spike right about now.
Gets the 2020 Olympics. Does that mean it has to keep its economy levitated for the next six years?
Son of Sequester could be born in January 2014, impacting GDP and market forecasts... uhh, like now.
Three percent hit! Do I hear 3.10%? Do I hear 3.10%? 3.10%, going once, going twice…
Pouring more fuel on the monetary fire.
Demand for them in the US seemingly still on August break.
The Battle Royale With Cheese. Which is worse, their political situation or their economic situation?
Rock steady around 3%, but like my neighbor's pit bull, I'm not turning my back on it.
Angry at the US for NSA spying on them. To wit, the Wall says, "Take a number."
Sending a big "Nah nah nah nah nahhh nahhh" to Italy as their 10-year bond yields drop below those of their EU cousin to the east.
You want inflation? Here it is.
If the nonstop shopping sprees have ended in the US, what are people doing with their weekends, weeknights, and weekdays?
It would be pure insanity not to lift it before mid-October. Of course, this is being decided in the Congressional asylum that is Washington, DC.
I think the US just hit a giant pause button.
Investors likely waiting for magazine covers declaring them "submerging markets" before seeing a real buying opportunity.
Merkel looks like a shoo-in... but hey, this is September so let's worry about it anyway.
What Is Lloyd's Wall of Worry?
Lloyd Khaner
Welcome to my at-a-glance guide to the issues facing investors this week -- a unique tool for traders and money managers.
Typically the term "wall of worry" refers to the entire body of concerns influencing stock market action. When the wall is high, meaning the market is nervous, stocks tend to get cheaper.
This wall of worry is even more specific. Every week I list the exact concerns in the marketplace and use the list to help me make buying and selling decisions. As I like to say, "Buy fear, sell cheer."
In other words, once the the wall rises above 15 blocks, start looking for deals. If the worry count sinks below 10, consider selling; prices have likely peaked.
LK/KCLP Ownership Disclosure: SPY, QQQ, GLD, TBF
The information on this website solely reflects the analysis of or opinion about the performance of securities and financial markets by the writers whose articles appear on the site. The views expressed by the writers are not necessarily the views of Minyanville Media, Inc. or members of its management. Nothing contained on the website is intended to constitute a recommendation or advice addressed to an individual investor or category of investors to purchase, sell or hold any security, or to take any action with respect to the prospective movement of the securities markets or to solicit the purchase or sale of any security. Any investment decisions must be made by the reader either individually or in consultation with his or her investment professional. Minyanville writers and staff may trade or hold positions in securities that are discussed in articles appearing on the website. Writers of articles are required to disclose whether they have a position in any stock or fund discussed in an article, but are not permitted to disclose the size or direction of the position. Nothing on this website is intended to solicit business of any kind for a writer's business or fund. Minyanville management and staff as well as contributing writers will not respond to emails or other communications requesting investment advice.
Copyright 2011 Minyanville Media, Inc. All Rights Reserved.


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Ali Larter on Esquire Mexico Magazine in October 2010
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Photographer and designer Andy Royston has been running a live blog from Fort Lauderdale Beach for two years.
Using nothing but an ordinary cellphone he has built up a unique picture of a side of Fort Lauderdale few take the trouble to see.
The wild side of Fort Lauderdale Beach.
Comment posted.
johnrob71 says Really nice work Andy.
posted at 02:14AM Oct 03 PST
Log in or create an account to post a comment.
Setting Sails Published July 05, 2013
Sunny Side Up! Published March 02, 2012
The Darkness at the Beach (Softcover) Published November 27, 2011
The Darkness at the Beach Published November 27, 2011
In Praise of Big E Published October 04, 2011
The Other Side of Sunrise (Premium Edition) Published October 03, 2011
In Praise of Big E Published September 03, 2011


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The Bi Writers Association (BWA) is celebrating National Coming Out Day by announcing that nominations are now open for its second annual Bisexual Book Awards. Any 2013 book with a bisexual character, bisexual storyline, bisexual subject matter or bisexual theme, is eligible for nomination. Awards are open to all authors regardless of their sexual orientation or gender identity. Books can be nominated by the author, publisher, or the Bi Writers Association, however, anyone may contact BWA and suggest a book for nomination. There are nine categories total, seven of which have open nominations. There is no fee to nominate a book.
A panel of judges will decide each category. Books are judged on three main criteria: quality of overall writing; quality of writing about bisexual characters, bisexual themes or bisexual material; quantity of bisexual material. Finalists will be announced by May 1st, and winners will be announced at the Bisexual Book Awards in June of 2014. The Awards date is TBA but most likely June 1st, depending on venue availability. The Bisexual Book Awards will be preceded by BWA's annual multi-arts reading, Bi Lines VII, which will feature bi book authors of 2013.
"Bisexual books have few opportunities for recognition, even at LGBT book awards," says Bi Writers Association founder Sheela Lambert. "Last year there was only one bisexual category at one LGBT book awards. Bisexual books deserve more attention than that, so we created our awards in order to shine a spotlight on them. In addition to recognizing books and authors for their achievements, the Bisexual Book Awards process creates a complete annual list of bisexual books for readers, and encourages more bisexual books to be written and published," says Ms. Lambert.
This is the first open nominations for the Bisexual Book Awards. The awards for 2012 books were organized in a shorter period of time, so nominations were all made by the Bi Writers Association.
To nominate a book, first read the Bisexual Book Awards Guidelines on the BWA blog, then send a preliminary email to the Bi Writers Association with: name of book, author name, publisher, year of publication and whether it is fiction or non-fiction; then request a nomination form.
Suggested Links
- First Bisexual Book Awards winners announced
- Bisexual Book Award finalists are announced today
- Bisexual Book Awards and Bi Lines VI combine for a stunning multi-arts evening
- Bill Konigsberg and his new book Openly Straight: the bisexual interview
- Bisexual triad novel 'Found Objects' by Peter Gelfan: The interview


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Fall Season Coach's Corner
We started out the fall season with fairly lofty expectations after posting varsity team scores of 299-308 at the opening William Woods Summer Shootout tournament. Disappointing, however, were back-to-back 54-hole tournaments hosted by Evangel and Lindenwood where the team did not post strong second-round scores.
These tournaments exposed the youth of our team and demonstrated that guys are going to have to work on grinding out 36-hole tournament days and developing better mental and physical toughness. However, the final tournament of the fall 2009 season helps us to feel a lot better about our toughness and ability to grind it out in difficult conditions.
Adam Taylor in particular and the rest of the varsity squad could have very easily folded under the disappointment of dropping from first to fourth after the Ottawa University Tournament opening round when Adam's first-round score was disqualified for a procedural mistake. The weather conditions were terrible with wet, cold, and windy conditions. However Adam Taylor came back in the second round to shot a 2-over-par 74, freshmen Mason Dick and Andy Sherman stepped up to shoot a pair of 78s, and senior Jared Drummond posted an 80 as the varsity squad shot the low tournament round of 310.
"I was very proud of Adam Taylor for stepping up to the challenge of playing the way we both know he can play in the second round and providing this young team with some very solid and mature leadership on and off the golf course. And I was thrilled for senior Zack Rockey that he could lead the JV team with scores of 75-78 and earn third place individual medalist honors for the tournament. Freshman Mason Dick also placed in the top five individually with his rounds of 77-78. This is a good way to move into the 'between-seasons' as we concentrate on academic obligations and between-seasons conditioning," coach Karen Exon said.


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Skydiving.com now has a network skydiving location serving Shannon and Lee County in Mississippi. Call Skydiving.com at 1-800-617-7948 for details, free information and specials on skydiving in Shannon, MS today!
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Sign up for our newsletter and receive updatesand specials on skydiving across America!


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You may have reached this page due to new security upgrades that have been implemented regarding multiple user logins. For security reasons, only one user is able to be signed in to an account per session. If multiple users at a single site need online access, please contact email@example.com for firm access reduced pricing. If, however, you believe your login information has been compromised, please call customer service at 1-800-451-9998 to determine how to reset your password. Already a paid subscriber but not registered for online access yet? For instructions on how to get premium web access, click here.
Jobs for highly paid McCrory staffers never posted
Gov. Pat McCrory says a pair of 24-year-old campaign staffers landed senior-level jobs in his administration because they were the most qualified applicants, beating out older candidates. But the N.C. Department of Health and Human Services, where Matthew McKillip and Ricky Diaz got big promotions and raises after only a few weeks of government service, has been unable to provide any evidence their positions were ever advertised to other potential applicants or that other candidates were considered.


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Otis Ray Norton
Position: HB
Height: 6-2 Weight: 184 lbs.
Born: September 22, 1937 in Tulsa, OK
High School: McClymonds
College: San Jose St. (school history)
Drafted by the San Francisco 49ers in the 4th round (46th overall) of the 1960 NFL Draft.
Weighted Career AV (100-95-...): 0 (15060th overall since 1950)
Other SR Links: Olympics at Sports-Reference.com
Output includes all passing, rushing, and receiving plays.See all Ray Norton Super Bowl plays using the Super Bowl Play Finder


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Eric Samuel Parker
Position: WR
Height: 6-0 Weight: 180 lbs.
Born: April 14, 1979 in Chicago, IL
High School: Joliet Twp.
College: Tennessee (school history) (Parker college stats)
Weighted Career AV (100-95-...): 32 (3081st overall since 1950)
Other SR Links: College Football at Sports-Reference.com
Sponsor this page for $5 and help Pro-Football-Reference.com provide this service. Your message will replace this ad.


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Mighty Quinn's Is Indeed Opening a West Village Location
More brisket is on its way.
Just as Grub Street suspected, the former Bone Lick Park space at 75 Greenwich Avenue will next be home to an outpost of Mighty Quinn's. The New York Times reports that pitmaster and partner Hugh Mangum is targeting a summer opening for what he says will be "a copy" of his East Village restaurant, noting elsewhere that the barbecue restaurant's Brookfield Place location will open before then. Aside from those three Mighty Quinn's, the burgeoning business has a dedicated presence at Smorgasburg and will soon open a stall inside Berg'n, Brooklyn Flea's beer garden and food hall in Crown Heights. The restaurant is also opening in Clifton, New Jersey, this year. [NYT, Earlier]


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Ever since Kurupt's jolting vocals graced Dr. Dre's Hip Hop mosaic The Chronic in 1992, the California carnage of the Philly native's mic-wrecking skills has set him apart from the average emcee. After a follow-up guest spot on Snoop Dogg's 1993 release Doggystyle, Kurupt and his partner in rhyme, Daz Dillinger, were prepared to set forth their own spectrum of West coast ingenuity. Tha Dogg Pound's 1995 classic Dogg Food set the pace for newcomers attempting to outdo the dynamic duo.See Also:
Although comfortable with his Hip Hop roost, Kurupt was eager to spread his wings and venture into solo projects. His back-to-back albums Kuruption in 1998 and Tha Streetz Is A Mutha in 1999 proved to the masses that this lanky lyricist had more to offer than sidebars. A self-proclaimed master of the battle rhyme, Kurupt has managed to color himself onto a brilliant canvas in 2001.
Kurupt is on top and in love - life and lyrics are all it's about. His latest masterpiece, Space Boogie: Smoke Odyssey, takes the listener inside the mind of a man who has survived the ills of growth and change. Beginning his rap career at the tender age of 19 gave way to a lot of personal and professional growth over the years. As a father of four, Kurupt feels as though he has moved beyond the many changes he went through early in his career. "The art is bigger than anything. I don't know - I lost my head a gang a times. I'm slowly getting the grasp of it. The album dictates [my experience]. All my personal experience, my life, my love - the whole ball of wax."
Kurupt worked with Daz to release another solid DPG album this year, Dillinger & Young Gotti, in addition to his solo project. Kurupt does not feel any strain between working alone or with his partner in the studio. "No difference - peace like crack pipes," he says with a smile, "It's the same thing. When I'm by myself, we're a group. When we're a group, we're a group."
Production and lyrical guest appearances abound on Space Boogie, including Snoop Dogg, Xzibit, DJ Quik, Daz, Nate Dogg, Jeeky Man and Charm, Butch Cassidy, MC Ren, Jon B., DJ Lethal and Fred Durst. The dynamics on the album indulge the personal expression that Kurupt hopes to clearly convey.
After having worked with some of the best in the industry, Kurupt names Jay-Z as his favorite all-time emcee (outside of his own camp) to collaborate with in the studio. They appeared together on "Change The Game Remix" on DJ Clue's The Professional Part II. "I always wanted to fuck with him - I always like him as an artist. It was like a dream come true for all of us to be together like that. It held the most weight thus far. That, and the first time I was in the studio with Dr. Dre and Snoop -those are the two phenomenons."
The first single from Space Boogie is the Rugrattish sing-along "It's Over", which showcases Kurupt's lyrical chemistry with his fiance' Natina Reed. They wrote each other's verses for the song and Kurupt speaks enthusiastically about the track. "We were just clownin. She thought it was a big hit and the label thought it was a big hit. I went forward and supported the move - and it's shocking because my kids like the song too. It killed me. I'm a gangsta you know - all it did prove is that gangstas can go to any spectrum they want to." Fans aching for the trademark Kurupt catharsis will be elated with the second single, the venomous "On, On Site".
With two projects for the current year under his belt, Kurupt is in the midst of expressing his gangsta mobility through film. He is slated to appear in the independent film "Keepin It Real" with Tiny 'Zeus' Lister, "The Wash" with Snoop Dogg and directed by Dr. Dre, and "The Plague Season" co-starring Kurt Russell and Ving Rhames. Kurupt is proud of the fact that he's got creative control in his career. "I've got my hand in it all. Every single solitary piece."
His advice to aspiring emcees in the game is simple. "Don't expect for it to happen overnight. Keep your head right - don't get sidetracked and don't let nobody steal your dream. Patience is the word. They never lied when they said it was a virtue."
With a hectic schedule that includes studio sessions, filming, and touring, along with maintaining the layers of relationships in his life, Kurupt is mindful of his future. "I can see a lot of family orientated situations and more major magical events with the Dogg Pound. A lot more work, definitely." His work ethic is conducive to his dreams of a secure life for his family. " I want to be old with tickets stashed and my kids taken care of. In this game you can never retire cuz music won't allow you to retire. You'll always have to be around the studio. The best investment for an entertainer in music is to buy his own studio. Family and music - that's all I know. Everything else is irrelevant."
Find out more about Kurupt at: http://www.kurupt-online.com/
MTS Centre, Winnipeg - May 26, 2008
Trina Introduces Pink Diamond Clothing, Launches Website
Xzibit's Newborn Son Passes Away Suddenly
The Story Behind Kanye's "Flashing Lights"
Tony Yayo Doles Out Props To Lil' Wayne
Combs Turns Screenwriter
Festival Postponed Over 'Snoop Dogg Gang Violence'
Teenager Who Murdered Juvenile's Daughter Indicted


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Kate Moss Gossip
Kate Moss gossip, latest news, photos, and video.
Next: Lila Grace Moss-Hack
Kate Moss on the cover of the new issue of VOGUE Italia. And she's not alone. Are you ready for #VogueItalia June issue by @mario_sorrenti? Here the one and only #KateMoss with #LilaGrace in @versace_official #itsallaboutfamily Fashion editor #JoeMcKenna. Hair AnthonyTurner Make-up LisaButler. Manicure #MarianNewman Full Story
Kate Moss makes a boyfriend point
Earlier this week, there was a headline circulating about Kate Moss dating Jake Curtis, the son of Love Actually director Richard Curtis, who is 18 years old. The report came from the Daily Mail Full Story
Dear Gossips,
The May issue of Vanity Fair was dedicated to sisters – I wrote about it here in reference and comparison to Jacqueline Kennedy and Lee Radziwill and Beyoncé and Solange Knowles. Read Full Intro
Smutty Social Media, April 15, 2016
This video is dark and loud but it's a rare chance to hear Kate's voice – she almost never speaks on camera. I think she even sings, very briefly, at the top of the video. Arm wrestle mania brought to you by Kate Moss @chardefrancesco versus @lorenzomartone Full Story
Smutty Social Media, Wednesday September 23, 2015
FameFlynet, CM/ Massimo Procopio/ Splash News
This is what Salma Hayek considers a bad hair day. Sometimes I just don't know what to do with my hair. #hair Full Story
Kate wears her ring too
JJ/ NW/ MM/ Splash News
For weeks now there have been reports coming out of the UK that Kate Moss and Jamie Hince are done. And then he was papped with Stam all over him in LA – click here for a refresher. Kate's kept a pretty low profile during this time. But she stepped out in London today with her ex Jefferson Hack and their daughter Lila and British gossips have noted that she's still wearing her ring. Full Story
Kate Moss's model rival
For a few weeks now, British gossips have been reporting that there's trouble between Kate Moss and her husband Jamie Hince. Something about not spending time together and she hates a few of his friends. They've not been seen together in months. And now, these photos of Jamie in LA with model Jessica Stam. Full Story
"Calling all the basic bitches"
Wenn, FameFlynet
Maria posted this to Smutty Social Media last week – Kate Moss and Marc Jacobs "calling all the basic bitches". This ones for you @lohanthony it was Kate's idea! Full Story
Kate Moss 41
It's Kate Moss's birthday today. She's 41 years old. Here she is leaving her home in London today as photographers and other media sang Happy Birthday to her. She looked delighted. See? The paps aren't always bad. You know, on anyone else I'd see the black hose and those shoes and be disgusted. Full Story
In Kate's living room
FameFlynet, Pascal Le Segretain/ David M. Benett/ Getty
The December issue of British VOGUE is all Kate Moss. There are two covers and she was a contributing editor. At one point she's able to convince her friends, the Count and Countess von Bismarck, to let them shoot inside their home because that's where all the good parties are, naturally. Full Story
Fashion Week Best Friends
Wenn, FameFlynet
London Fashion Week is happening right now. The centerpiece of LFW: Burberry, always Burberry. One of the most iconic London faces: Kate Moss, always Kate Moss. And the hottest model to come out of London the last few years: Cara Delevingne. Will Cara stay like Kate? I think so. Full Story