text:
- Score:
- rated 3.74 / 5 stars
- Views:
- 183,397 Views
- Share Links:
- Genre:
- Informative
- porn
- earth
- dinosaur
- pedophilie
Credits & Info
- Uploaded
- Jan 10, 2012 | 11:29 AM EST
- Frontpaged January 11, 2012
If you liked this, check these out!
Author Comments
Rated 5 / 5 stars
Since forever we've been screwing up our precious mother earth! It needs to stop or soon we have no place to live anymore! The message is simple and clear. First there was the big bang, then human evolution and finally climate change slowly developing.. So say farewell to Planet Earth!
Rated 4.5 / 5 stars
i came here because of the boobs (^_^)
nevertheless . . . true story \m/
Rated 5 / 5 stars
I simply have nothing bad to say about this. Artistic, impactful, deep. Epic.
Rated 4 / 5 stars
o_O what just happened
Rated 4.5 / 5 stars
I always like all your animations in some way, probably because i delight in the insanity in them.
However this one i think is alill different then most. You can understand the despair of mother earth. We humans, being the most rare and beautiful of creations wasting our potential (atleast that is what i read into it). Some poetic depth indeed.
Keep it up mate, i think you are a great addition to the diversity of this site!


text:
Prominence Lists > Arizona's Top 100 Peaks by Prominence > Coyote Peak > Comments
Coyote Peak Comments
[ Post a Comment ]
Voted 10/10
|page Scott. I was wondering how your trip went and it is great info that you have put up. Thanks.
|Posted Jan 25, 2008 12:39 pm
|Re: Nice
Hasn't voted
|All things considered it went well. Nice day, 3,100 feet of gain, great views. Can't complain, I guess :)
|Posted Jan 25, 2008 1:47 pm
|leather gaiters?
Voted 10/10
|I've never seen such. I've found that spines that go through my gaiters will also go through my boot. I wonder if these would work...
|Posted Jan 28, 2008 6:05 pm
|Re: leather gaiters?
Hasn't voted
|I have a small pair. They're pretty rough little things. It didn't occur to me to bring them, though. Regular gaiters will probably work well, too. Anything to stave off the spines, even a portion of them...
|Posted Jan 30, 2008 9:09 am
|Summit register
Hasn't voted
|I climbed Coyote Peak on 4/15/08 solo from the S drainage in Mendoza canyon. I don't recommend this approach unless you use the old mine road in the N drainage, which is the way I descended. In the south canyon I got cliffed out a few times, ending up in a debris choked gully for an hour. Not fun. Once on ridge system, it was better, but as surgent's desc states, the last 800 feet were very difficult and I've got the cuts all over my arms to prove it. I signed the register, which oddly didn't have an entry since 2005. I left a 9mm bullet in the the register box as well, to go with the plastic gun someone else left. Check it out. I would do it again, but only from the N drainage fr Mendoza canyon which has the old mine road. If it's warm (it got to 93 the day I did it) take 6 liters water. I only took 4 and regretted it. I took 5 hours up and 4 hours down. Probably 2 of that was route finding. I used the $8 swiss army surplus gaiters and they worked fine.
|Posted Apr 21, 2008 10:30 am

subset: commoncrawl


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The thrill of seeing one's favorite musicians in concert often alleviates the stress of modern life and the sweaty delirium from contracting Beatlemania. Enjoy an aural antidote with today's GrouponLive deal to attend the Nevada Wild Fest at the Rio All-Suite Hotel & Casino on October 25–28.
For $9, you get two general-admission tickets, each valid for admittance for one day of the festival (an $18 value). The event takes place at the following times:
- Thursday, October 25, from 3 p.m.–12 a.m.
- Friday, October 26, from 11 a.m.–12 a.m.
- Saturday, October 27, from 11 a.m.–12 a.m.
- Sunday, October 27, from 11 a.m.–12 a.m.
Each fall, the Nevada Wild Fest gathers food vendors, musicians, and expert zombie impersonators together under a colorful whir of carnival rides and lights. This year the festival will be spread across the Rio All-Suite Hotel & Casino grounds, where guests will be able to walk through the fog of a haunted maze or the rising smoke of kebabs cooking on a charcoal grill.
Ferris wheels and rides spin smiles out of guests, and a towering slingshot ride propels tethered pairs up to 240 feet in the air before safely returning them to the Earth. Depending on the day, other activities include a Zumbathon, a costume contest, celebrity chef demonstrations, and dock dogs—a canine aquatics competition. Visitors will also be able to meet and greet celebrities such as Kyle Massey from That's So Raven.
Musicians will alternate between two stages throughout the event; the 2012 lineup includes artists such as Sleepy Brown, Colette Carr, The Farm, and Gwen Sebastian. Check the lineup for headliner announcements.


text:
Kids Bowl For Free All Summer!
I did this last year with all three kids and they were so excited!
Each time we pulled up to Sparetime Recreation in Waterville their eyes just lit up!
And it's FREE!
You DO have to pay for shoe rental. But think of the money you are saving! Each child gets 2 FREE games of bowling (valued at over $500 per child spread out over the whole summer) and it's a great way to get kids away from the TV and video games. Bowling may not seem very active, but it's better than plastering their butts to the couch!
Here's how it works:
Go to Kids Bowl Free and sign up! Pick the state you live in and choose your bowling alley. There is one near you. Then you have to enter YOUR info, being the parent. Then enter the child's name and birthday. If YOU want to bowl with them, you could pay a one time fee of $24.95 and bowl with them all Summer! CHEAP!
When those rainy days come around or the REALLY hot days where it's too hot to play outside, take the kids bowling!


text:
Posted on April 24, 2015 by: acid stag
featuring: HNNY, Elliot Moss, Gosh Pith, Kissey and WMNSTUDIES x WASPY
We claim no credit for any images, music and/or videos posted on this site unless otherwise noted. All audio and visual content is copyright to its respectful owners. We are also in no way responsible for, or have control of the content of any external web site links. This website was created as a promotional tool. Please support the artists and purchase their work.


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Thank you for downloading 3D Architecture by LiveCAD...
This is a freeware version of 3D Architecture by LiveCAD.
You don't have to pay in order to use 3D Architecture by LiveCAD or download it.
Note: If you have problems downloading 3D Architecture by LiveCAD 3.1, please try to stop using your download manager and avoid right clicking on files. You can also check your firewall settings, because some download mirrors may require that you do not block the HTTP referers.
3D Architecture by LiveCAD download notice »
Although we scan almost all files against viruses and spyware/malware, we always recommend you to scan downloaded files with strong antivirus/antispyware package like AVG, AVAST or Kaspersky.
You can find and use free legal download links for 3D Architecture by LiveCAD 3.1 on Download3000 and on the official website of the publisher.


text:
|Clinton R. Nixon <firstname.lastname@example.com>
|The Solar System is copyright 2005 Clinton R. Nixon. This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.5/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.
|This document was created using DocTools.
Characters represent all sentient beings in your game. While not every stranger met by the players' characters may be fully fleshed out in terms of mechanics, all characters that could be created in the game should be able to be created with these rules. In order to define who a character is and what that character can do, there are four mechanical pieces: Pools, Abilities, Secrets, and Keys.
Pools are resources the player can spend during the game in order for their character to push harder, do more, and perform amazing feats. There are three pools: Vigor, Instinct, and Reason.
Vigor represents the character's reserves of physical power, wherewithal, and mental toughness. Characters with high Vigor are often known for bulging muscles, scarred faces, calloused hands, the "thousand-yard stare," and crushing strength.
Instinct represents the character's reserves of animal-like reactions, both physical and social. This ranges from cat-like reflexes in combat to pheromone-like sexual attraction. Characters with high Instinct are often known for their graceful motion, penetrating eyes, amazing hearing, stunning appearance, or sexual prowess.
Reason represents the character's intelligence and mental power. This could range from book knowledge to an uneducated, but highly practical mind. Characters with high Reason are often known for their vocabulary, ability to identify plants and animals, skill at games of chance, or power over others.
Pools are measured in points, and each pool ranges from one to infinite points, although a pool of more than 10 points is highly unusual. During the game, these points are spent to get bonus dice or activate secrets, but are not permanently gone. The scores on each player's character sheet represents the maximum points in each pool, and players will get a chance to refresh their characters' pools to their maximum.
Abilities are representations of a character's skill with tasks both learned and innate. Some examples of abilities are Sailing, Tracking, Sword-fighting, and Oratory.
Abilities are always associated with a pool. This is shown by writing the name of the pool - or an abbreviation - after the ability name, like this: "Stealth (Instinct)" or just "Stealth (I)." This pool is the resource from which characters draw their strength with that ability. This pool can be used to increase one's chances with an ability. Some game effects apply to all abilities that are associated with a specific pool.
There are three abilities common to every character. These are called innate abilities. They are purely reactive, and cannot be used to initiate action. They are only used to protect your character. They are:
All other abilities are dependent on the game's setting. Many abilities will be considered open abilities, which means any character can take them. Some, however, will be closed abilities, which depend on a prerequisite. This prerequisite is often the species a character is or a culture the character has been exposed to.
Abilities are ranked with adjectives. An ability can have the following ranks: Nil (that is, you don't have this ability), Novice, Greenhorn, Journeyman, Master, and Grand Master. These adjectives do match up with a number, which is used in resolution.
|Ability Rank
|Associated Number
|Grand Master
Secrets are special abilities a character can learn that augment abilities. These are often preternatural, sometimes magical, and always better than normal. In order to use Secrets, points from a pool are normally spent, meaning that Secrets can be used a limited number of times before that pool is refreshed.
Secrets can be better explained with an example:
The available Secrets are dependent on the game's setting. Like with abilities, there are open Secrets and closed Secrets.
Keys are the primary method of increasing a character's abilities. These are goals, emotional ties, or vows a character has. By bringing these into the story, the player gains experience points (XP) he can use to advance the character, increasing pools and abilities, or learning new Secrets and Keys.
Again, an example will illustrate this better:
The Buyoff shown above is a special bit about Keys. Whenever a player has a character perform the action shown in one of the Buyoffs, the player can (this is not mandatory) erase the Key and gain 10 XP.
The available Keys are dependent on the game's setting. Unlike abilities and Secrets, the number of Keys a character can have is limited. A character can have no more than five Keys at one time.
Making your character is the one of the most important parts of playing a role-playing game. In doing so, you not only define the person you want to play, but you determine what that play will be about. Through a combination of character concepts, species, cultures, and Keys, every player gets to contribute to the content of the story.
In order to start creating a character, a concept needs to be built. The character concept cannot be generated in a vacuum, however; characters must fit together with a certain zest that makes them click, little motors ready to feed off each other. This isn't to say that all characters need to be alike, of the same species and culture, or even from the same place.
There's not a set process for how concept generation works, but it should be done as a group, in a relaxed atmosphere, preferably with whatever gets your imagination flowing, whether that be coffee, beer, music, or whatever else. Talk amongst each other, and don't think of your idea as sacrosanct: take suggestions from other players and give them back. Remember that in creating these characters, you create the landscape in which you will play.
At the end of generating character concepts, you should have a few things:
- An idea of where your character is from.
- A few sentences about who your character is and what he cares about.
- A description of your character's appearance, also short.
- A name. This is totally not optional. Pick a name before you write a number.
Many role-playing game texts will tell you to have a nearly complete idea of who your character is before play. I don't think that's necessary, though. You and your friends will get to know your character during play. What that character did before-hand is of some interest, but even those details will emerge during play easier than before play. If you were reading a book, would the author expect you to know the main character before-hand?
What you do need to know is this: what species this character is, where he's from, what he's good at, and what might be important to him.
Not all games will have different species, depending on the setting. If your game doesn't, you're good to go here. If your game does have many species, you have the following questions to ask yourself when choosing a choosing one:
You will have to decide on a culture that your character is from. You and your friends have probably decided on an area in which the game will start before play, and your characters will likely come from that area and its surrounding cultures. Playing a stranger to the culture you begin play in can be fun, too. Your group will have a lot more information with your setting.
Once past the heavy-thought areas of concept, species, and culture, the fun number action begins. First up is your character's pools.
Divide 12 points among your character's pools, with a minimum of 1 and a maximum of 6 in each. (Note: this maximum is just for character creation; your character may end up with a pool later much higher than 6.)
All characters start with the three innate abilities. Set one at Journeyman level, one at Greenhorn, and one at Novice.
Then, choose from your setting material more abilities that are available to your character. You should choose one at Journeyman level, three at Greenhorn, and six at Novice. This is just for a starting character, fresh out in the world. If you are playing more experienced characters, you'll get the chance to increase these later.
Before play, players can choose one Secret and one Key for their characters from the setting material.
Lastly, players start with a number of advances for their characters. This is determined by the group before play, depending on how powerful characters are to be at the beginning of the game. The standard number is five. To figure out how to spend them, read below.
Each advance that you get can be banked toward improving your character's pools, abilities, Secrets, and Keys. The costs are below.
|Add an ability at Novice level
|1 advance
|Increase an ability to:
|1 advance
|2 advances
|3 advances
|6 advances
|Add a point to a pool (up to 10)
|1 advance
|Add a point to a pool (greater than 10)
|2 advances
Add a Secret
You must be taught the Secret by someone who knows it.
|1 advance
|Add a Key
|1 advance
You can never increase the same thing twice in a row. That is, you cannot increase the same ability or pool twice in a row. You need to do increase something else in between. In addition, you cannot buy two Secrets or two Keys in a row.
These sample characters are from the game The Shadow of Yesterday.
beginning spear-lady
|Violet is on a mission to prove to her tribe that women can fight just as well as any man.
|Endure (V):
|React (I):
|Resist (R):
|Spear-Fighting (V):
|Guerilla Warfare (I):
|Aim (I):
|Music (I):
|Stealth (I):
|Sway (I):
|Athletics (V):
|Woodscraft (R):
|Tree-Bond (I):
|First Aid (I):
Spear-fighting vs. men
beginning spear-lady
|Violet has left her tribe to travel in the world with Oliphant. After nearly being killed, he taught her that killing isn't always the answer, but killing Ammenites - well, someone's got to do it.
|Endure (V):
|React (I):
|Resist (R):
|Spear-Fighting (V):
|Guerilla Warfare (I):
|Aim (I):
|Music (I):
|Stealth (I):
|Sway (I):
|First Aid (I):
|Athletics (V):
|Woodscraft (R):
|Tree-Bond (I):
Spear-fighting vs. men
Secret of the Signature Weapon
spear +2 harm when fighting Ammenites
Key of Bloodlust (bought off)
Key of Conscience
young goblin in love
|Oliphant loves morphing things and is off to find the secret of moon-metal. He is in love with Violet.
Note: Goblins can start with higher Vigor than normal, but less Reason.
|Endure (V):
|React (I):
|Resist (R):
|Adaptability (V):
|Discern Truth (R):
|Transformation (I):
|Enthrallment (R):
|Enhancement (I):
|Pray (V):
|Freeload (I):
|Destruction (V):
|Theft (I):
|Scrounging (I):
breaking stuff
Secret of Adaptability
stone mohawk, +1 armor when scrapping
Three-Corner Magic: Living Morph
magical and heart-broken goblin
|Oliphant loves morphing things and is off to find the secret of moon-metal. He is in love with Violet.
|Endure (V):
|React (I):
|Resist (R):
|Transformation (I):
|Adaptability (V):
|Discern Truth (R):
|Enhancement (I):
|Pray (V):
|Enthrallment (R):
|Destruction (V):
|Freeload (I):
|Theft (I):
|Scrounging (I):
Breaking stuff. This addiction is conquered.
Secret of Adaptability
stone mohawk, +2 armor when fighting Ammenites
Three-Corner Magic: Living Morph
Three-Corner Magic: Secret of the Invisible Hand
Three-Corner Magic: Empower Others
a spaceship captain from a theoretical SF game
|Sino-Hindi Alliance
|Captain Shin Qui owns a Bumblebee-class freight ship, the Tranquility, and takes his rag-tag crew of mysterious souls around the known systems transporting goods of dubious legality.
|Endure (V):
|React (I):
|Resist (R):
|Command (R):
|Scrapping (V):
|Bolt-Thrower (V):
|Pilot (R):
|Haggling (I):
|First Aid (R):
|Crime-wise (R):
|Sway (I):
|Savoir-Faire (I):
|Deceit (I):
a spaceship captain from a theoretical SF game
|Sino-Hindi Alliance
|Captain Shin Qui owns a Bumblebee-class freight ship, the Tranquility, and takes his rag-tag crew of mysterious souls around the known systems transporting goods of dubious legality.
|Endure (V):
|React (I):
|Resist (R):
|Command (R):
|Scrapping (V):
|Crime-wise (R):
|Bolt-Thrower (V):
|Pilot (R):
|Haggling (I):
|First Aid (R):
|Deceit (I):
|Sway (I):
|Savoir-Faire (I):
The Tranquility provides the Secret of Speciality to whoever pilots it. +1 bonus dice to outrun the law.
Secret of Disarm
Secret of Counter-blow
Secret of Evaluate
The Sino-Hindi Alliance destroyed the Rebels of Buddha at the Battle of Point Tranquility. Shin Qui was a Sergeant of the Enlightened with the Rebels and since has hated the Alliance.
Key of Conscience
Shin Qui has fallen in love - but not admitted to himself yet - with Black Hole Dancer, a sacred medicine woman/prostitute from the Sky Reservations that has taken passage on the Tranquility.
In role-playing games, when a player wants their character to perform an action with an uncertain outcome, we have to resolve that action. In the Solar System, almost all resolution is what we call conflict resolution. It's a bit of a confusing term: don't all role-playing games have rules for resolving conflicts?
That's true, but many resolve conflicts piece by little piece. If your character's fighting someone, for example, each hit might be a separate task that gets resolved in some games. Using the Solar System, the entire fight is resolved at once, and then we describe how it went down. Those ups and downs may still be described, but the outcome of the entire conflict is what the system determines.
The way we determine outcomes in the Solar System is called an Ability Check. When performing an uncertain action, the player needs to state his basic intention for the character and the ability they are using. (They don't have to have this ability on their character sheet, but, as you'll see, it helps.) This is not a full description of the action, as the dice provide a randomizer that let the player know how well this action happened. After stating the character's intention and deciding on the relevant ability, the Ability Check is made.
The Ability Check involves a dice roll. This roll uses special dice you can find at hobby stores or online called "Fudge dice." They were originally invented for a neat little role-playing game called Fudge. They are six-sided dice; two sides of them have plus signs on them, two sides are blank, and two sides have minus signs. If you don't have any, you can make your own really easily. Get a red and a green marker and some white dice. Color two sides red and two sides green, and you've got Fudge dice. The plus sides are +1, the blank sides are 0, and the minus sides are -1, in case you didn't know.
After you've got weird dice, the process is pretty simple: roll three dice and add them to your character's rank in the ability being used. As you probably remember, each ability rank has a number associated with it. That's what you use here. So, a character who is a Greenhorn (1) in Scrapping that rolls two pluses and a minus on the dice has a total of 2. That's your success level (SL). There's only one trick to this: you can't get lower than zero. It's a hard bottom number, and if you end up with -1 or something, it's just zero.
Just like every ability rank has an associated number, each success level has an associated name.
|Success Level Chart
That name is just there to help you describe the outcome. It doesn't have a mechanical effect. A Marginal success is all that is needed to succeed at most tasks in the game. A few hard tasks may require a Good success.
While a ability score determines the range of your character's ability, bonus and penalty dice are a mechanic to determine the consistency of your character's ability. When making a Ability Check, bonus dice add to the number of dice rolled, as do penalty dice. Roll three Fudge dice, plus a number of Fudge dice equal to all your bonus and penalty dice. Whenever possible, bonus and penalty dice cancel each other out, so if you have two bonus dice and a penalty die before your roll, you end up with only one bonus die.
After you roll, remove a number of your dice equal to your penalty dice, starting with pluses. If you run out of pluses, remove blanks, and then minuses. Bonus dice work the opposite way: you remove minuses first, then blanks, then pluses. More simply, penalty dice take away your highest rolls. Bonus dice take away your lowest rolls.
Players can always spend one point from the ability's associated pool to get one bonus die on a Ability Check. This is limited to one bonus die per Ability Check.
The Ability Check is the core of this system and all other mechanics derive from it, this injection of fortune, that serves as resolution for both instant actions and entire scenes. Here we break down the ways the mechanics grow from the Ability Check.
As a designer, I firmly believe that randomness is the core of a good RPG system. Bad applications of it, though, are the downfall of many ill-conceived systems. So, if I'm going to screw around with probability, I owe the reader an explanation of how it works in this game.
Every Ability Check in this game can be described in terms of range and accuracy. The term range refers to all the possible outcomes of an Ability Check. As the player rolls three Fudge dice, results from minus three to plus three plus a character's pertinent ability are always the range of a check. Note that a character with no ability has a range with no result better than Good (2), and a character with a Master ability cannot fail. Related to this is the idea of an average outcome, the outcome most expected with any level of ability. Since zero is the most likely outcome on any roll of three Fudge dice, characters with no ability (-1) or a Novice (1) ability can be expected to fail most of the time. Characters do not succeed on average until their ability reaches Greenhorn (1).
Range seems like a simple concept, and it is. It's also very important, though: notice that a character with even a Novice ability always has a chance of beating a character with a Grand Master, albeit small. This is entirely on purpose: with this system, your character has a limit to how good he might do at a task, but it always might be good enough to beat the other guy.
Accuracy is the other parent of an average outcome. Ability Checks can have bonus and penalty dice, as explained in Chapter 2. Each bonus die raises the chance of having a higher result significantly, increasing accuracy. Penalty dice do the opposite, lowering the average outcome, thereby lowering accuracy. Knowledge of the exact statistic is not necessary to play the game, but it's sometimes nice to know that you have a very decent chance of beating a character with an ability one higher than your character if you have a bonus die.
Although the Ability Check seems very simple, there's more involved than it seems at first glance. Every time your character takes an action, there are four steps involved: Intention, Initiation, Execution, and Effect. Here's how these break down:
Now, that sounds like a lot to go through every time you roll the dice. Normally, this all happens without thinking too much about it, making it quick. A player states, "My character's going to do something," he rolls dice, everyone looks to see how the character did, and a decision about what happened occurs.
The reason I bring up the four steps is because if you never think about them, you can cause tension among the players and GM. Imagine a player, Joe, stating, "Jack, my character, hits the priest right in the chest with a sword blow." Now, following the four steps, you realize this has not happened in the game, but is just Joe stating his intention. (While his statement was technically incorrect, in that he stated it happened, and it was an intention, this is a common way of stating intention in role-playing games.)
Carrying on with this example, though, what if the GM is confused about the four steps? He may take this as initiation, for example, and when he says, "The priest grabs his black mace," Joe might want his character Jack to back off. If the GM thinks the above statement was initiation, though, Joe can't do this, and may get angry at the GM for withholding the information that the priest had this mace.
And in the end, what if the group is confused about effect? If Joe's roll is successful, a confused group might think that Joe's stated intention for Jack is exactly what happens. This is not necessarily so: the outcome of the dice and disposition of the players might determine a different effect.
The point is this: take your time to make sure everyone is on the same page when it comes to a character performing a task. While the first game or two might run a bit slower than normal because steps are being heavily delineated, the speed will pick up as everyone gets used to following them.
While the Ability Check is the core mechanic that ties this entire game together, it actually comes in several forms, each of which add on a layer of complexity.
The first and most simple type is the unopposed Ability Check. This is used when a player wants his character to try a task in which no other character is attempting any action which would stop him. There are four steps to the unopposed Ability Check, and all other types of Ability Checks.
First, the player states the character's intention. This should be easy: "Pieter is going to try to climb that boulder" is a good example.
Second, the Story Guide sets the difficulty of the Ability Check. This is determined simply. If the task is one that any person could do, even if unlikely, the difficulty is Marginal. The player must get a Marginal or better result in order to succeed. If the task is one that requires specialized training or information, the difficulty is Good.
An example will clarify this further. Let's use climbing - it always seems to illustrate this well. The difficulty is Marginal to climb anything an untrained person could climb, no matter how much effort is required. A tree, a fence, a wall, the side of a house, or a rocky mountain can all be climbed by amateurs. The difficulty is Good if the climbing would normally require specialized training. A hundred-yard sheer rock face usually requires knowledge of belaying, rope use, pitons, and the like. An amateur might, under optimal conditions, make it, but generally this requires training. Therefore, it is of Good difficulty to climb a sheer rock face of any height.
The third step is determining circumstances. This is where bonus and penalty dice come into play. Characters may often have either bonus or penalty dice because of Secrets activated, pools spent, harm taken, or The Gift of Dice, as shown below. In addition to any bonus or penalty dice outlined elsewhere in these rules, the Story Guide may assign one or two penalty dice to any Ability Check. One penalty die may be assigned if circumstances render a task especially difficulty. A penalty die would not be assigned to our example climber above if it were drizzling, or dark, or a bit chilly, but one could be assigned if there was an icy wind and hard rain coming down at night. Two penalty dice can be assigned in the very worst of circumstances. A good measure of whether to assign two penalty dice is if the description of the circumstances elicits a stream of profanity from a player. We're talking about seriously nasty conditions here - hail coming down in the midst of an icy rain while gale-force winds tear at our poor climber in the pitch dark.
The fourth and last step is actually rolling the dice. If the success level is equal or better than the difficulty, the character has succeeded. The Story Guide and players should use the success level to describe how the character performed at the stated intention.
The next type of Ability Check is the competitive Ability Check. This occurs when two or more characters are attempting the same task, but each wants to do it better or faster. All rules for the standard Ability Check apply, and in addition, the conditions of victory are set before the Ability Check: if the Check is over a foot-race, the victor went the fastest; if it's composing a song, the victor made a better piece of work. This should be fairly obvious, but the Story Guide and players can decide together what the conditions of victory are if there's any question.
All players with competing characters make Ability Checks. After Ability Checks are made, any character who succeeded actually completed the task with some proficiency and the player can use the success level to compute any relevant outcomes. The character of the player with the highest total score, however, completed the task better or faster, and the other characters are ranked in the order of their players' rolls. In the case of a tie, the characters' feats are so close in speed and quality that a winner cannot be determined between them. They can either tie, or if the players and Story Guide want to, those players can roll again to see which is the victor.
The last type of Ability Check is the resisted Ability Check. This Check, most common in role-playing games, occurs when two characters attempt tasks that would cancel out each other. Examples include:
- One character swinging a sword at another character dodging.
- One character trying to get information by twisting another character's arm, who is attempting to suffer through the pain.
- One character sneaking up on a character who is keeping watch.
- One character offering a romp in bed to a character who is trying to deny the pleasures of the flesh.
All normal Ability Check rules apply to resisted Checks. The two players involved make their Ability Checks and then compare their scores. The higher of the two wins: in the case of a tie, the instigator of the action loses.
When narrating a resisted Ability Check, both players' success levels come into account. For purposes of computing results, the winner's success level is used, but the loser's efforts are still significant. An example:
The character Violet, played by Kim, is attempting to drive the character Lore, played by Wilhelm, to his knees with a savage sword attack. Upon rolling, Kim ends up with an Amazing success level, and Wilhelm ends up with a Great success level. Kim's roll wins, but Lore still made a great block. The action is narrated as, "Violet brings up her sword and makes a vicious stroke down, aiming for the lower leg. Lore, anticipating the swing, throws his shield in the way, but the sword crashes down it, the force driving the shield itself back into Lore's shins as he falls."
The losing player must abide by the winner's stated intention for the Ability Check, even if it was "I kill that sorry character." That's not entirely true, though: what sort of game would this be if your character could die from one roll of the dice? To see how to extract your character from any sticky situation you don't like, see "Bringing Down the Pain" below.
If you want your character to perform a complex action that uses two abilities together, decide with the GM which ability is most appropriate to the action and which is secondary. The secondary ability is used first and the success levels are used as bonus dice on the second Ability Check. The GM and player will have to decide what happens if the first Ability Check is failed: in some situations, the second Ability Check can still be attempted without harm; in others, the Ability Check can be attempted with a penalty die; and in others still, the second Ability Check cannot be attempted.
A character is trying to cut a thong from a guard's belt and snatch his keys, using Swords to chop the thong, and Stealth to grab the keys without being seen. While he is using Swords to actually get the keys free, the Stealth part of the action is most important. The player makes a Swords Ability Check. If successful, the success levels are converted to bonus dice on the Stealth Ability Check. If unsuccessful, however, the keys are still on the guard's belt, so the Stealth Ability Check cannot be attempted.
Example 2
Another character wants to approach a wild bear without getting attacked using Animal Ken. In order to help with this, he's going to attempt to remember what bears like to eat and see if he can find some, using Woodscraft. The Woodscraft Ability Check is secondary, and if successful, will add bonus dice to the Animal Ken Ability Check. If unsuccessful, there is no complication; the character just must approach the bear with no food gift.
Simple Ability Checks are well and good, and make resolution a quick and painless matter. Sometimes, though, for that dramatic punch, you need something a bit more gritty and focused. In this game, that is an expanded resolution system called Bringing Down the Pain. Bringing Down the Pain is a unique option for players to allow them to not only get out of sticky situations, but focus the story where they want it.
Any player involved in a conflict can Bring Down the Pain after a resisted Ability Check. Normally, a player has to abide by the results of this check. However, when a character belonging to a player - a player that is not the Story Guide - loses at a resisted Ability Check, that player does not have to accept the outcome. Instead, he can ask that the Pain be Brought Down. On the flip side, a player can demand this even when he succeeds at a resisted Ability Check. This not only allows him to zoom in the imagined camera on this conflict, but is the only way to permanently injure or get rid of a major named character controlled by the Story Guide.
The Story Guide cannot Bring Down the Pain. He can request it, but another player involved in the conflict must actually declare it.
When a player declares they are Bringing Down the Pain, action breaks down into a blow-by-blow, gritty basis instead of overall conflict resolution. Both sides of the conflict must make certain their intention - their goal - is clarified and well-stated, for it is very important here. This intention must be clear, but can allow room for differing actions to achieve the goal: "drive away these opponents in battle," "embarrass the noble in front of his peers," or "out-perform this guy on the guitar" are all fine intentions.
After intentions are stated, everyone who has a character involved in the conflict should state what their action will be. Actions can be changed during this stage, where everything, even actions hidden to the characters, is discussed in the open. (In Ron Edwards' Trollbabe, this is called the free-and-clear stage.) Whose actions affect who is important to establish here. Actions can be visualized as perpendicular or parallel actions. What I mean this is:
Perpendicular actions get in the way of each other. If Violet's action is to stab Lore with a spear and Lore's action is to trip up Violet, these actions are perpendicular. They're fighting each other, and part of that is keeping advantage.
Parallel actions do not necessarily get in the way of each other. Let's say Violet is trying to convince Lore to join her ragtag group of misfits. Lore would rather her shut up and is cooking her dinner, hoping the smell of his righteous cooking distracts her. Both of these people can do this at the same time, and the winner will definitely have an effect on the loser, but as far as actions go, they don't get in the way of each other.
There is one other type of action, the defensive action. You can use a relevant innate ability (Endure, React, Resist) to resist what's happening to your character. You cannot deal harm this way, but otherwise it counts as a perpendicular action.
After the free-and-clear stage, everyone rolls Ability Checks for their action. If two characters are taking action against each other (perpendicular actions), this is a resisted Ability Check. The loser at this check takes harm equal to the difference between the success levels, possibly modified by Secrets and weapons. If the actions are parallel, both sides take harm equal to their attacker's success level.
When all rolls are resolved, another free-and-clear stage begins. This continues until one side of the conflict gives up, at which time the winners' intentions happen. The trick to Bringing Down the Pain lies in this rule: in any free-and-clear stage, a player can announce that he is changing his character's intention completely. This could change from "sneak up on my enemy" to "kill my enemy," "best the queen in a war of words" to "seduce the queen," or even "out-play this guy on the guitar" to "magically put this guy to sleep." He does not have to state the new intention until the next free-and-clear stage. During this volley of rolls, he may only make a defensive action.
There is one exception to the idea that it takes a round to change your intention. If you and an opponent find yourself at a stalemate - you have perpendicular actions and roll the same success level - you can both immediately change intentions.
"Harm" in this game does not necessarily refer to physical, blood-and-guts rending of flesh and bone. Instead, it is a quality of both the character in the context of the game world and the character in context of the real world. Harm is a count-down of when a player loses control over his character, and can be expressed as any of these things in-game:
- Cuts and bruises
- Fatigue and weariness
- Embarrassment and crushed esteem
- Loss of concentration and will
Whenever a successful Ability Check is made against a character while Bringing Down the Pain, that character takes harm. The base harm is equal to the success level of the acting player's roll, which can be modified by Secrets or weapons. Again, the type of action being done against the character does not matter - you can take harm from seduction as easily as you can from a sword.
Take that success level and check off the corresponding box on the harm tracker on your character sheet. If that checkbox is already filled, check the next highest unchecked one. You'll see that one to three harm is bruised. This means on your very next ability check, you'll have a penalty die. These add up - if you get bruised twice in a round of Bringing Down the Pain, you'll have two penalty dice. Four to six harm is bloodied. Write down beside the checkbox either "Vigor," "Instinct," or "Reason," depending on the type of harm you took. This is usually determined by the associated pool from the ability used to harm you, but might be different if everyone involved agrees. All your abilities that are associated with that pool now take a penalty die. Seven harm is broken. If broken, in order for your character to perform any action, even defense, you must spend a point from the ability's associated pool, and you still receive one penalty die to this action.
Harm past broken results in the attacker's intention immediately happening.
At any point during Bringing Down the Pain, a player may decide that the harm taken is enough for this conflict and give up. Before a free-and-clear stage, the player gives up the conflict, and his opponent's intention occurs. It is often a good idea to give up before your opponent changes to a more deadly intention.
After Bringing Down the Pain, harm "shakes out." That means that all damage collapses into the low end of the harm tracker. As an example, if you had checks at 2, 3, and 6 on the harm tracker, they'd collapse to 1, 2, and 3 after Bringing Down the Pain. Healing works in this same way: if someone rolls an Ability Check to get rid of your harm (First Aid and Counsel could do this), it removes the harm you have corresponding to their success level, or the highest harm you have if their success level is higher. All harm above their success level collapses down.
Example of Bringing Down the Pain and harm
In this example, there are two players, Matt and Emily. The pertinent parts of their two characters are:
Gael is traveling down an alley-way when Tela sights him, and slides into the shadows to follow him. Emily states, "I want Tela to sneak up on this guy." She makes a resisted Ability Check of Sneak versus Gael's Sense Danger and rolls a -1 versus his 0, for a total of SL 2 versus SL 2. "Screw that," she says, and spends a point of Instinct to roll a bonus die. Matt has the same opportunity, but wants to conserve his Instinct pool, since it's low. She ends up with a roll of 0, for a total of SL 3 - a Great success!
Up until this point, the action has been taken care of by a simple Ability Check. According to the Check, Emily wins, and Tela will sneak up on Gael, giving Emily three bonus dice to perform an action that uses that advantage. Matt's not having it, though: he wants his character out of here, and away from Tela. He says, "No way. I'm not accepting that outcome. It's time to Bring Down the Pain. My goal is for Gael to notice Tela, and get away from her." Emily decides to keep her intention of sneaking up on Gael.
During the free-and-clear phase, Matt says, "Ok, Gael stops for a moment and scans the area as the hair on the back of his neck stands up." Notice that Gael knows something's wrong: that's because Matt refused the outcome of the simple Ability Check. Also notice that Matt can narrate whatever he wants for Gael's action, as long as it stays within his goal. Emily, confident in her character's abilities, says "I'm going to creep along the wall slowly towards him, staying in the shadows." Another roll is made of Gael's Sense Danger versus Tela's Sneak, and Matt wins this check, with SL 3 (Great) versus SL 2 (Good). Tela takes a harm at level 1 - she's bruised.
Matt says, "A-ha! Gael sees a glimmer in the shadows behind him, and starts to move quickly away from it." Emily asks the Story Guide, "If I throw some rocks to make noise ahead of Gael, can I count them as a weapon, +1 harm to deceive him about my location?" The Guide agrees that the idea's sound, and Emily says, "Tela scoops up some pebbles and throws them ahead of Gael, trying to confuse him as to her location." Her Deceit's pretty low, so she spends her one point of Reason for a bonus die, canceling out her penalty die from being bruised, and nails it, beating Matt's Sense Danger Ability Check, scoring SL 4 (Amazing) versus his SL 2 (Good). With the +1 weapon, that's harm level 3 to Gael.
Matt's in trouble now. He says, "As Gael takes off forward, a sound rattles him, and he spins, looking confused, but shakes it off." Emily says gleefully, "Seeing the Ammenite's confusion, Tela dives and rolls across the alley to get behind him." Matt's worried, but thinks the dice have got to go his way. He says, "Gael spins around, scanning the area for the unseen intruder." Just to be careful, he spends a point from his Instinct pool for a bonus die. They roll, and he gets a SL 3 (Good). Unfortunately, the dice are hot for Emily, and she rolls +3; she's got a grand total of SL 6 - an Ultimate success! That's harm level 3 for Gael, but he's already taken harm level 3, so that's level 4. Gael is now bloodied in Instinct, and has a penalty die to all actions that use it, including Sense Danger. "Crap," he mutters. "I'm changing my intention. Gael's just going to high-tail it, trying to avoid danger."
Emily's grinning from ear to ear. "As Gael runs, Tela's going to flit from shadow to shadow, staying right behind him." They roll, his Dash now versus her Sneak. Dash uses Vigor for its pool, so Matt spends a point. Again, Emily wins: her roll comes up as a Good success versus his Marginal and Gael takes harm level 1. Emily narrates, "Tela moves so quickly, she gets in front of Gael before he can notice. As he runs, he comes face to face with the assassin."
It's Matt's turn, but Gael's got a penalty die. If he gives up, though, Tela will have cornered him, which he doesn't want, especially not this damaged. He glowers, "Gael's running as fast as he can." Emily smiles, "I'm changing intention if he's going to run." Matt figures that he can beat her in a foot-race, so he goes ahead and rolls Dash, with a penalty die, versus Tela's React: she could not sneak, but only defend this turn. With a low roll from Emily, he wins, scoring a mere Good Success Level versus her Marginal. She takes harm level 1, but that's already happened, so harm level 2 - a bruise.
In the next free-and-clear phase, Emily says, "Screw this. Want to know my intention? I'm killing this Ammenite."
Matt's in a real sticky situation now. He's got a plan, though: with plenty more points in Vigor, he can change his intention, and spend his last point of Instinct to defend when Tela attacks Gael this turn, which he knows she will. His Viper-Blade is awesome, and his weapon's +2 versus Zaru. It's risky, but if he gives up this turn, Gael's dead, and he thinks he can scare Emily by dealing some serious damage next turn. He says, "Gael falls back, baffled and frightened by the sudden raise of a dagger. I'm changing intention." Emily says, "I spend a Vigor point. Tela brings the dagger in, stabbing at Gael." The roll is tense, SL 5 to SL 1, with Matt losing. That would be harm level 4, but that's already taken, so harm level 5 to Gael. He's now bloodied in both Instinct and Vigor, and is going to have a hard time getting out of this one.
For simple Ability Checks, having multiple characters involved is easy to handle. If the characters are using varying abilities, each building to help another one, it's handled like one character using abilities together. Decide the order the checks have to be performed in, and have each player roll, with success levels being added as bonus dice to the next player's roll. As with one character, failure at an Ability Check may mean that the overall action cannot continue, that the next player must roll a penalty die on his Ability Check, or that the checks may continue, with no penalty dice.
If multiple characters are using the same, or fairly equivalent, abilities to perform a task together, use the method above, with the following caveats:
- Failure always means the next player adds a penalty die to his roll.
- Always roll from the character with the highest ability to the character with the least ability.
- If a penalty die is given from the Story Guide because of difficulty, it applies to all rolls.
This does mean that having a character weak with the ability helping may hinder the task.
Mike, Wil, and Susan are going to have their characters Miska, Wolf-Snarl, and Skala try to open a stuck door together. All of them are using Athletics to do this, pushing against the door with their shoulders. Their scores are:
Wil rolls success level 2. With two bonus dice, Susan rolls success level 3. Finally, with three bonus dice, Mike rolls a +1, with a -1 for plus Miska's lack of Athletics, for success level 0 - a Failure.
Wil has Wolf-Snarl growl, "Out of my way, weakling," and grab the door alone. Even with a roll of -1, Wolf-Snarl scores success level 1 and yanks the door open.
If Bringing Down the Pain is the ultimate way to test two differing wills, how to you manage it when more people want to get in on the fun? The standard way is easy: whenever one player declares that he wants to Bring Down the Pain, any character around can get involved. Part of the declaration of intention is who you're planning to affect: your character can only damage that character until you change intention. The Bringing Down of the Pain does not end until only one character is left standing, or all the other players have given up.
The Zeitgeist method of group Pain-Bringing may be an easier and more fun way to arbitrate these situations. If everyone on one side of a conflict has a similar intention towards the other side, you can use the above rules for a group Ability Check when everyone is using similar abilities. In the Zeitgeist mode, anyone can spend from their pools to help anyone else, and damage taken is distributed by the losing side among their characters however they like. Whenever a character is broken, his player falls out of the group Pain-Bringing.
Ah, weapons and armor - the love of any player, and an oft-fetishized part of any role-playing game. In the Solar System, harm is, as shown above, an erosion of a character's ability to get his way, instead of always being physical pain and suffering. Therefore, weapons aren't just swords, knifes, clubs, and the like, and armor isn't just padding a character wears on his body. Anything can be a weapon - but only in certain situations.
Weapons add to the success level of a successful action. Armor subtracts from the success level of a successful action done to your character. In both cases, the items can have +1, +2, or +3 ratings. The level of the rating is determined by the specificity of the harm or protection.
Weapons and armor with a +1 rating work in specific situations determined by action taken, and often ability used. Examples include:
- A sword that gives +1 harm in combat.
- A royal crest that provides +1 protection when involved in diplomacy.
- A lute that deals +1 harm in attempts to win a crowd while playing it.
Weapons and armor with a +2 rating work in situations with a specific type of people, environment, or other restrictions. Examples include:
- A mace that gives +2 harm against "hard" armors, like plate or chain.
- The Seal of Maldor, which provides +2 protection against the law in Maldor.
- A set of snowshoes, which deal +2 harm in attempts to race across snowy areas.
Weapons and armor with a +3 rating work in rare situations or against particular persons. Examples include:
- A dagger forged to kill the Potenate of Ammeni, which deals +3 harm in attempts to kill him.
- A writ of birthday immunity, which gives +3 protection against any attempt to prosecute a person for crimes committed on their birthday.
- A set of goggles which give +3 harm while trying to see motion during an eclipse.
An item can have more than one bonus - it can have up to three +1, two +2, and one +3 bonus.
Weapons and armor can occur in the game in two ways. The Story Guide can declare any item in the game to give +1 harm or protection in a particular situation. Alternatively, any player can declare his character's equipment to have a bonus with the Secret of Imbuement. This purchase is subject to Story Guide approval.
At the beginning of each session of the game, every player including the Story Guide receives a number of gift dice equal to the number of players at the table. At any point during the game, one of these dice can be given to another player to be added as a bonus die to that player's current Ability Check. This is most often used when a player's character is attempting something especially dangerous, or the player describes his character's intention in a cool way.
These gift dice are an important part of play and should not be forgotten. They encourage cooperation among the players as much as among the characters.
Whenever an attribute is not at its full level, it can be refreshed, restoring it to its full level by the character performing an in-game action.
Vigor is refreshed whenever you engage in an act of physical exertion (including physical abuse, such as drugs, drinking, staying out all night) with another character, specifically for the intent of enjoying yourself. If it is a physical contest, you must win.
Instinct is refreshed whenever you engage in an act of social pleasure (examples: a date, going to a party, playing a game of chance) with another character. If it is a social contest, you must win.
Reason is refreshed whenever you engage in an act of intellectual stimulation (examples: a night at the opera, a philosophical debate, playing a game of skill) with another another. If it is an intellectual contest, you must win.
Note that if no one cares who wins, it's not a contest.


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Lulu Build Guide by Amarranth
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Cheat Sheet
Lulu Build
Ability Sequence
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


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- Trending Now: More Trending:
- scaramouch non sequitur admiral's mast calumny kakistocracy
Definition of October
: the 10th month of the Gregorian calendar
Examples of october in a Sentence
She started her job in early October.
He started early in October.
This will be our last October in New England.
Sales are up for this October.
The event happens every October.
Origin and Etymology of october
Middle English Octobre, from Old English & Anglo-French; Old English October, from Latin, 8th month of the early Roman calendar, from octo; Anglo-French, from Latin October
First Known Use: before 12th centurySee Words from the same year
OCTOBER Defined for English Language Learners
Definition of October for English Language Learners
: the 10th month of the year
Learn More about october
Spanish Central: Translation of October Nglish: Translation of October for Spanish speakers Britannica English: Translation of October for Arabic speakers Britannica.com: Encyclopedia article about October
Seen and Heard
What made you want to look up October? Please tell us where you read or heard it (including the quote, if possible).


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Tonight: A Taste of Mexico -- and of Oskar Blues -- at Centro
Centro Latin Kitchen & Refreshment Palace, 950 Pearl Street in Boulder, will present a Taste of Mexico with a Taste of Oskar Blues at 7:30 p.m. tonight. Chef Ian Clark will serve a menu inspired by the food of Durango, Mexico, pairing the dishes with three beers from Oskar Blues. The meal costs $35; to make a reservation, call 303-442-7771 or go to www.centrolatinkitchen.com.
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The Oregon Province Archives of the Society of Jesus: Indian Language Collection
Jesuits. The Oregon Province Archives of the Society of Jesus: Indian Language Collection: Alaska Native Languages. Oregon Province Spokane, Washington: Gonzaga University, 1976.
28 reels. 35 mm.
As part of their missionary work, Jesuit priests working with the Indians were instructed to learn the various Indian languages and to translate religious texts into these languages. Since there were no written languages, this involved developing alphabets, grammars, and dictionaries. The materials developed by the Jesuits for tribes in the Pacific Northwest and Alaska from the 1870's to the 1900's, with some later material, are housed in the Oregon Province Archives at Gonzaga University. This collection reproduces the dictionaries, grammars, and texts, including sermons, prayers, and translations of religious doctrines.
Alaskan Tribes:
Reels 1-2: Inupaiq language material.
Reels 2-12: Central Yupik language material.
Reel 13: Ingalik language material.
Reels 14-28: Koyukon language material.
FINDING AIDS: The first reel in the collection includes a brief description of the collection.
SUBJECT: Indians of North America--Alaska--Language
The Oregon Province Archives of the Society of Jesus: Indian Language Collection: Pacific Northwest Tribes. Jesuits. Oregon Province. Spokane, Washington: Gonzaga University, 1976.
21 reels. 35 mm.
Pacific Northwest Tribes:
Reels 1-2: Assinihoine language material.
Reels 3-6: Crow language material.
Reels 7-8: Blackfeet-Piegan language material.
Reels 9-13: Nez Perce language material.
Reel 14: Chelan, Coeur d'Alene, Columbia, and Colville language material.
Reels 15-20: Kalispel and Kootenai language material.
Reel 21: Kootenai language material.
The first reel in each collection includes a brief description of the collection.
Indians of North America--Northwest, Pacific--Languages


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'Bernadette Mansur, NHL group vice president of communications, said the league believes the lease agreement is fairly airtight. "It is a complex situation," Mansur said. "But no one has to worry about the future of the Sabres in Buffalo."'
Bankruptcy would test Sabres' arena lease
June 10, 2002 Submitted by
Via: Business First of Buffalo


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The Gladish Community and Cultural Center provides recreational, performing arts, and meeting room facilities for the community, and maintains facilities for many schools, day care providers, community organizations, performing and visual artists, youth programs, and small businesses.
Gladish is owned by a non-profit organization, The Friends of Gladish, and is supported through donations, grants, volunteers and rental income. No local, state or federal tax dollars are budgeted for operation or maintenance.
Your support through donations, patronage of our tenants' businesses and attendance at public events at Gladish helps to continue this legacy. Thank you!
About Us
Contact Us
Donate to Gladish
Gladish Community & Cultural Center
115 NW State St Rm 212
Pullman, Washington 99163


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From Smithsonian magazine, and via The New Yorker, comes this elegant meditation on the concept of home from writer and Princeton University professor Joyce Carol Oates. We are, Oates says, inextricably bound to place: Writers, particularly novelists, are linked to place. It's impossible to think of Charles Dickens and not to think of Dickens' London; impossible to [Read More…]
A Moving Essay by Joyce Carol Oates on Home
March 2, 2010 by 1 Comment
The Housing Preferences of "Gen Y", and What They Tell Us
June 9, 2008 by 2 Comments
One of the best things about having a blog that your family and friends know about is having good links sent to you. My eagle-eyed mother-in-law directed me to a great story in the Charleston Post and Courier by Stacy Downs called "Gen Y in a Rush for Change in New Home Style". It can [Read More…]


text: Just received an email from Nalgene, I have a few of their bottles and 1 of them has broken around the threads. Anyway....they asked me to send them a photo and they are sending me a replacement bottle free of charge. hard to find a solid guarantee these days Figured I'd put this up here as I have already tossed one in the garbage a couple years ago...hindsight


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|Change prerequisites for 7600:468
|Submitting Dean
|James Lynn
|Submitting College
|Fine & Applied Arts -- Dudley Turner x6518
|Departments Generating the Proposal
|Objection Deadline
|November 20, 2007
|Proposal Status
|Final Approval Granted
|Proposal Last Updated
|December 07, 2007 by PR Rex Ramsier
|Effective Date
|Fall 2008
|Brief Summary of Proposal
|See FAA-08-003 Course number on 7600:472 (now 372) has changed. That course is a prerequisite for this course, so the prerequisite on this course must be changed.
|Type of Proposal
|Course changes only
|Graduate School Endorsement Status
|Not required
|Graduate School Endorsement Updated
|October 04, 2007 by GS Heather Blake
|Institutional Research Status
|IR Comment
|IR Status Updated
|March 11, 2008 by IR Eric Sponseller
|Library Status
|Library Status Updated
|October 04, 2007 by UL Joe Larose
|Distance Learning Review Committee Status
|Not required
|DLRC Status Updated
|General Education Advisory Committee Status
|Not required
|GEAC Status Updated
|October 04, 2007 by PR Rex Ramsier
|Resource Requirements
|No additional resources
|Resource Requirements Updated
|September 17, 2007 by FA dean's ofc Gerry McElliott
CPS Menu


text: WAR ENDS AT 6 O'CLOCK THIS MORNING - The State Department in Washington Made the Announcement at 2 - 45 o'clock. ARMISTICE WAS SIGNED IN FRANCE AT MIDNIGHT Terms include Withdrawal from Alsace-Lorraine, Disarming and Demobilization of Army and Navy, and Occupation of Strategic Naval and Military Points. - View Article - NYTimes.com Your browser does not support iframes. Please use this link to view your article: view article.


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Already know your needs? Submit your RFP here and it'll be assigned to one of our destination experts.
3521 N Durango Dr
Las Vegas, NV 89129
Phone (Local): (702) 240-9622
Seasonal beach entry pool and water park featuring flume slides and a splash zone, Seasonal 8-lane, 25-meter swim area, Indoor basketball court, Fitness center with state-of-the art cardio equipment, circuit machines and free weights, Tranquil aerobics and yoga studio, Cycling studio, Fully equipped locker rooms


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Beginning with the Baccalaureate service and ending with the final hat toss, members of the Huntingdon Class of 2011 accomplished a shared goal they had always dreamed about and stepped into more promising futures to the congratulations of their families and friends.
- The Baccalaureate Sermon, "How Shall We Live?" was given by The Reverend Dr. Ronald R. Robinson, Chaplain, Wofford College
Traditional Day Commencement Exercises
- The Class of 2011, Traditional Day Program: List of Graduates 2011 – Day
- The Commencement Address, "Wisdom, Learning, and the Mirror: A Summons to Service," was given by Dr. Samuel R. Williamson, Vice-Chancellor and President, Emeritus, The University of the South.
- The Graduate Address was given by Kelsey Lee Loftin, Class of 2011, English, Dothan, Alabama.
- The Margaret Read Scholarship Medal, presented to the graduates who earned the highest grade point averages among those in the Class of 2011, was awarded to Sarah Marie Frampton, Biochemistry/Cell Biology, Gainesville, Florida; and Darval Ezekiel Hutchinson, Cell Biology, Westmoreland, Jamaica.
- The Loyalty Award, voted upon by members of the senior class, was given to Woods Bradshaw Lisenby, Class of 2011, Religion, Dothan, Alabama.
- The Willard D. Top Award, presented to a graduating senior who exemplifies an outstanding commitment to academics and service to Huntingdon College, was given to Christopher Huckle, Cell Biology, Ocean Springs, Mississippi. The award was presented by Dr. Top's children, Ms. Anne DoCarmo and Mr. William Top, and Dr. Top's life was commemorated in recognition of his death in April 2011.
- Professor of biology and assistant vice president for academic affairs Dr. Erastus C. Dudley was presented with the Winn and Gordon Chappell Academic Enrichment Award.
- Chemistry professor and department chair Dr. Maureen Kendrick Murphy, Huntingdon Class of 1978, was presented with the Julia Lightfoot Sellers Award, voted upon by members of the junior and senior classes as "that member of the teaching faculty who, in their judgment, has done much this year toward inspiring them to nobility of purpose and rekindling within them a deeper desire for learning."
Adult Degree Completion Program Commencement Exercises
- The Class of 2011, ADCP: List of Graduates 2011 – ADCP
- The Commencement Address, offered by Dr. Renee D. Culverhouse, Program Director and Gadsden Site Coordinator, ADCP


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California Joins Forces with Tech Giants for Mobile App Privacy
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February 22, 2012 10:20 PM
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Attorney General Kamala D. Harris
(Source: lagunajournal.com)
Google, Amazon, Apple, Hewlett-Packard, Microsoft and Research-In-Motion are the companies that agreed to the global privacy policy for mobile app users
The state of California just upped its commitment to
mobile Internet privacy
in regards to applications via a new agreement that improves current privacy protections.
Attorney General Kamala D. Harris of the State of California Department of Justice announced today that six of the largest tech companies associated with the mobile apps market agreed to a California law that forces apps that collect personal information to have a privacy policy.
Google, Amazon, Apple, Hewlett-Packard, Microsoft and Research-In-Motion are the six major companies that agreed to the addition of a global privacy policy for mobile app users. The new agreement will allow customers to review the privacy policy of an app before they even download it. Customers will also be able to report apps that do not comply with the new agreement.
"Your personal privacy should not be the cost of using mobile apps, but all too often it is," said Harris. "This agreement strengthens the privacy protections of California consumers and of millions of people around the globe who use mobile apps. By ensuring that mobile apps have privacy policies, we create more transparency and give mobile users more informed control over who accesses their personal information and how it is used.
"California has a unique commitment to protecting the privacy of our residents. Our constitution directly guarantees a right to privacy, and we will defend it. Forging this common statement of mobile privacy principles shows the power of collaboration -- among government, industry and consumers -- to create solutions to problems no one group can tackle alone."
Mobile apps have become an every day part of life for most smartphone users. Currently, there are 600,000 apps in Apple's App Store, 400,000 apps in Google's Android Market, and these apps have been downloaded over 35 billion times. However, many of these apps do not provide suitable privacy transparency to users.
Just last year, lawmakers investigated the
collection, use and storage of consumer location data
from four U.S. wireless carriers. They determined that mobile privacy safeguards should be applied to third-party app developers as well after discovering that location data was captured on certain phones.
Phonemakers have been caught tracking user locations without consent. For instance, Microsoft was sued last September for
allegedly tracking user locations
without consent in Windows Phone 7. Last April,
Apple was tracking the location's
of iPhone and iPad users and
Android phones
were found to be mining personal data as well.
The new California agreement aims to educate app developers and get them on the bandwagon with respecting user privacy. If any developer fails to comply, they can be prosecuted under the Unfair Competition Law and/or False Advertising Law in California.
State of California Departmet of Justice
"A politician stumbles over himself... Then they pick it out. They edit it. He runs the clip, and then he makes a funny face, and the whole audience has a Pavlovian response." -- Joe Scarborough on John Stewart over Jim Cramer
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At this joyous time of year, HI Iceland wants to wish everyone a happy holiday season and a prosperous new year!
Due to public holidays, the office will be closed December 24th, 25th, 26th, 31st and January 1st. We will do our very best to respond to all enquiries on December 27th and 28th. For urgent matters, please refer them to email@example.com
Please note that if you want to book a tour with short notice during the holidays, we recommend that you contact either Reykjavík City Hostel or Reykjavík Downtown Hostel.
Again, we want to recommend to those who are travelling in Iceland during the winter to be well prepared for the weather conditions and follow weather forecasts. Read more about how you can travel safely here.
Have a happy travelling year in 2013!
Main Office: HI Iceland | Borgartún 6 | 105 Reykjavík | Tel 575 6700 | Fax 553 0535 | email@example.com | Copyright ©www.hostel.is


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We do what we can, and hopefully we can make even a small difference that in the end will help the big picture.
hopefully with some help from the Federal Emergency Management Agency or the National Guard.
But hopefully the greatness of the series will be memorialized, too.
I think people look at me as that, hopefully, friendly host on Jeopardy, almost like one of the family by now.
hopefully, India will expeditiously put in place legal processes to tackle this menace that affects India's 40 million youth.
"Maybe the breeze isn't so strong high up," came from Tom, hopefully.
"Somehow, I have an idea she won't be so very scornful," said Marjorie hopefully.
"I do not believe the Kiowas will follow them," Red Dog said, hopefully.
"A dozen or fifteen, I hope," suggested Mr. Ferrers hopefully.
And certainly he writes more brightly and hopefully than he ever has since he left us, although he has, alas!


text:
When you're a kid or a teenager, parties are simply and clearly defined. Children's party? Simple, lots of treats, candy, running around like maniacs, clowns, magic, balloons; the possibilities are endless! Teenager? Simple, some illicitly smuggled alcohol (if possible), inviting as many attractive members of the opposite sex as possible, video games if you're going to be with your 'bros', and a LAN party if you're truly nerdy. But where does that leave the adults? When you start to think about yourself as a 'productive member of society' with 'many important professional responsibilities', your so-called 'parties' start to resemble uptight business networking events or no different than having dinner and drinks with friends.
Luckily it doesn't have to be that way, and we are here to save you from that mundane fate. The solution is simple; elevate your get-togethers at your house from 'gatherings' to 'parties' with the addition of party games. And lest you think that that party games are only for kids, we are here to disabuse you of that notion; there are many party games that adults will find interesting and challenging and also promote social bonding (DON'T use the word networking!). This list narrows down the top party games for adults that you can whip out at your next party at home. In this article we will also share two great party games for adults that will leave your house party being the talk of your social network for at least until the next weekend.
Guess the Movie
Required Items
Buzzer (or any small miscellaneous object like a baseball)
- On each notecard, write down a movie title. Repeat until you have about 50 to 100 movies.
- Split your players into two teams, and note that you are the 'game host' and will not be directly participating. Place the buzzer or object in between the teams.
- The idea of the game is for each team to correctly guess the movie title, but here's the catch: they will be going directly against the other team in a bidding war based on the number of words. If that is confusing to you, read on.
- Each team chooses a representative and stands or sits on either side of the buzzer or object.
- Choose a note card and show it to the team representatives; the moment you flash the card, the first team rep to hit the buzzer or grab the object first gets to be the first to bid.
- The bid will be the number of words they think they need to get their own team to correctly deduce the movie title. So for example, if the movie was Terminator 2: Judgment Day then the first rep may bid a word count of 3 (e.g. Schwarzenegger, liquid, metal). Before they present the words to their own team however, the other player gets a chance to outbid the first rep, so he or she can bid any number less than 3.
- The bidding war continues until one person concedes; the winning rep then gets to try to get his team to guess the movie, with the number of words he is allowed being whatever the winning bid was.
- If the team guesses correctly they get one point, if they guess wrongly they get zero (or you can choose to award them a negative point or the opposing team the point to make the game more exciting). If you have many players, you can even split your players into more than two teams, this will make the bidding war even more exciting!
Name that Song
Required Items
A music playing device (for maximum effect choose the playlist ahead of time to match your party's theme e.g. Christmas, Valentine's Day)
- This is another team game; split your players into two teams (or more, depending on the number of players). You yourself will be the 'game host' and will not be participating (that's the cost of being a good party host!)
- The game is simple; you simply begin playing the songs from your playlist and the first team to shout out the name of the song and the artist gets a point each (so hypothetically speaking, one team could get a point for the song and the other for the artist).
- At the end of the game (which you can set based on time limits or number of songs) the team with the most points wins.
- If you want to make the game more challenging, you can assign additional points for other information such as: year song was released, or whether it was used in a particular movie soundtrack etc.


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A NEW round of hotel refurbishments is under way as operators are forced to upgrade, given the lack of development land available across the country.
In the past year, five-star hotels spent more than $500 million nationally on upgrading rooms to offer new in-room technology, better bars and restaurants and expanded conference facilities.
Smaller players are now picking up the pace in hotels that offer five-star services at three-star prices.
Consolidation of brands - such as the Pullman taking over the Marriott at Hyde Park - is also changing the face of the national hotel market.
A report by Jones Lang LaSalle says that in an era of tight capital expenditure budgets, hotel owners and operators need to maximise efficiency of their available capital to impact revenue performance and long-term hotel value.
''Traditionally hotel owner and operator capex priorities have not always been in alignment and in many cases at odds,'' the report said.
''A collaborative approach is required to plan for improved trading performance, adaptation to technology advances, changes in consumer trends and compliance with legislation.''
Mantra Group is one that has kick ed off a new marketing campaign and recently refurbished its hotel at Parramatta. It has spent $1 million on the new Mantra Parramatta.
In the first six months of 2012, from December 2011, the group reported a 5 per cent increase in revenue.
In the three months to March 31, 2012, it reported a 7 per cent growth in revenue per average room (RevPAR), compared to last year.
Mantra has four hotels in Sydney: two in the city (Mantra 2 Bond Street, pictured, and Mantra on Kent), as well as Mantra Chatswood and Mantra Parramatta. In Melbourne, it has six hotels with three in the city: Little Bourke Street, Russell Street and Exhibition Street.
The average occupancy rates for Sydney are 85 per cent in 2012, predicted to grow to 88 per cent by 2014, which may suggest the market faces periods of operating at or above capacity during peak times, according to Deloitte Tourism and Hotel Market Outlook.
The chief executive of Mantra Group, Bob East, attributes the uplift in all its CBD hotels to increased activity in the mining sector in Perth and consistent leisure travel capitalising on events and festivals, which resulted in gains for regional tourism.
''The business travel sector has also made a strong return in all capital cities,'' Mr East said. ''We are seeing people take more short breaks across the country, but they are looking for value with all the mod cons.''
Mr East said the lack of land for new sites means more hotels will spend to upgrade existing hotels.
The director of corporate sales for Mantra, Kyle Wallwork, said in a competitive market such as that in Melbourne, Mantra's six CBD properties remained ahead of the market in occupancy and rate, with a 4.2 per cent increase in RevPAR year on year.
''Mantra's association with Pat Rafter paid dividends, with a 97 per cent occupancy level throughout the Australian Open tennis. Similar levels were also maintained for the Australian Grand Prix,'' he said.


text:
The AREMA website is best viewed with the following modern web browsers:
This page is for Education & Training resources for AREMA.
Have a question about AREMA's Education & Training Programs? Please contact Stacy Spaulding. Click here to send an email
American Railway Engineering and Maintenance-of-Way Association
4501 Forbes Blvd., Suite 130 - Lanham, Maryland 20706 - T: +1.301.459.3200 - F: +1.301.459.8077


text:
Senate Foreign Relations Committee Chairman John Kerry (D-MA) issued a statement applauding the Senate's unanimous confirmation of Robert Ford as U.S. Ambassador to Syria:
"Last night, the Senate sent a tough message to the Assad regime. Robert Ford's presence in Damascus applies far more pressure than his symbolic withdrawal would have because Robert embodies American solidarity with the Syrian people. Despite even being physically attacked and assaulted by the regime's goons, Ford continues courageously to visit cities under military siege and speak truth to power.
"With international media banned from entering Syria, Robert has shed important light on the brutality and helped us better understand the emerging opposition. His July visit to Hama, when he was greeted with a street celebration, temporarily averted a military assault. Last month, he took great risk attending the funeral of a murdered activist just an hour before it was attacked.
"More difficult days lie ahead. It is vital that we continue to support the efforts of the Syrian people and demand that the government immediately end the violence against them. I urge the United Nations Security Council and broader international community to follow the American and European lead and stand by the Syrian people by dramatically increasing the economic and political pressure against the regime."
Source: http://foreign.senate.gov/press/chair/release/?id=f99c6678-0f26-43c4-a223-45e7c2a6753b


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On Friday, first responders from eleven agencies participated in a disaster drill and more than 100 nursing students—the entire junior class—portrayed victims, complete with theatrical makeup that gave them realistic-looking gashes and bruises. The catastrophe played itself out in the morning, then gave way to an afternoon exercise where campus officials talked about repairs, closures, press briefings, and the process of getting back to normal.
Moriah McArthur News
UT Nursing Professors Aim to Prepare Appalachian Region for the Worst
In Clay County, Kentucky, flooding or ice frequently blocks access to emergency services. If a tornado hit the area, shelter would also be hard to find. A group of UT faculty members and students is trying to change this situation. Nursing professors in the Global Disaster Nursing program are working with architecture and environmental engineering professors, law enforcement professionals, graduate students, and Clay County community partners to improve the area's community wellness and disaster preparedness.


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Find out more about second hand cars in East Renfrewshire
Home to the town of Giffnock, East Renfrewshire is located to the south west of Glasgow. The county boasts good road links, particularly to Glasgow, which is linked by the M77.


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Robbie Carman |
Friday, May 23, 2014
Everyone wants the perfect shot. But what if it's from a tree branch, or above a door? Micro-tripods give you the flexibility to place a camera wherever you need it, without the limitations of a standard tripod. Micro-tripods also support a wide range of cameras from GoPros to smartphones to DSLRs, providing a great mounting solution no matter what type of camera you've got on hand. In the newest Video Gear Weekly, Rich and I will demonstrate situations where a micro-tripod can come in handy.
This week you'll learn how:
Check out the sample videos above and this week's full episode on lynda.com to start exploring the ways a micro-tripod can add flexibility to your next production. Be sure to check back next week for another episode of Video Gear Weekly, when we'll explore using camera rails for better multi-camera shoots.
Tags: Camera Mounting, Micro-Tripods, RHED Pixel, Rich Harrington, Robbie Carman, Tripod, Video Gear Weekly, Video Production
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The Rev. Joshua Ball, pastor of Grace House, Bedford's now closed homeless shelter, is now facing criminal charges.
According to Bedford Police Chief Todd Foreman, Ball was arrested on warrants for assault and issuing a bad check.
The arrest warrant for assault was obtained by a 21-year-old male who alleged that he had gone to see Ball and that Ball was angry with him and hit him. Foreman said citizens may obtain warrants by providing probable cause to a magistrate.
Because of considerable new evidence filed in the capital murder case of Lloyd Lee Welch Jr., the trial date has been rescheduled from April 18 to Sept. 12.
The rescheduling of the trial was approved during a motions hearing in Bedford Circuit Court Friday afternoon. Also during the hearing, Judge James Updike approved a defense motion request to hire a DNA expert—Dr. Thomas McClintock of Liberty University—at an expected cost of $21,000.
The prosecution has listed a number of DNA experts as possible witnesses.
Two men saw felony charges reduced to misdemeanors in Circuit Court, Tuesday. Both were the result of plea agreements.
By Emily Scruggs
Intern Writer
Kendahl Renee Barker
Bedford County Circuit Court Judge James Updike heard motions from defense attorneys, Tuesday, to keep certain items from being presented as evidence when their clients go to trial.
One set of motions involved Christopher William Petersen, of Hardy, who is facing a charge of attempted second degree murder. His defense attorney wanted to keep two photographs from being introduced as evidence saying that they were not necessary for the Commonwealth to prove its case and would prejudice a jury against their client.
A worker at the Bedford County Animal Shelter has been indicted with felony animal cruelty, in connection with injuries to a cat that led it to have to be euthanized.
Bryan Thomas Skinnell, 44, of Bedford, was arrested Sept. 26 of last year on the charge following the investigation of a complaint that was filed on Aug. 10. Skinnell's employment at the shelter was terminated after he was charged. A Bedford County grand jury indicted him on the charge Friday.
Acting United States Attorney Rick A. Mountcastle announced the sentencing of a Vinton man who previously pleaded guilty to stealing funds from the Social Security Administration, while hiding his dead grandmother in a barrel.
At 8:05 a.m. February 2, the Bedford County Sheriff's Office received a call from the Franklin County Sheriff's Office.
According to a report from the Bedford County Sheriff's Office, the dispatcher advised they had received a call from a man who said he was behind a truck that had been stolen from Old Station Loop, Hardy in Bedford County. The caller stated that he worked for the company in Rocky Mount that owned the truck and the white male driving it did not work for the company.
Three months after abducting a Bedford County woman the first time, Willard Wayne Hale abducted the same woman again, causing numerous injuries to his victim. He will spend 11 years in prison as a result.
Hale, 32, received 20 years in prison with nine years suspended on charges related to those actions, including two abduction charges, a malicious wounding charge and a bad check charge. He received one year jail sentences on misdemeanor charges of resisting arrest and assault and battery.
Rape and forcible sodomy charges against Christopher Morgan Pannell, 44, of Moneta, were dismissed after a bench trial Tuesday in Bedford County Circuit Court.
The rape charge stemmed from a night of drinking and drugs on June 21. According to testimony, Cody Cox and Pannell picked up his accuser at her grandmother's home that evening. She had admitted to a romantic relationship with Cox that ended nine months earlier. Pannell had never seen her before.
Copyright © 2017
The Bedford Bulletin is your source for local news, sports, events, and information in Bedford County and Bedford, VA and the surrounding area.


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2013 Nissan Altima Recalled for Steering Control Issue
Nissan is recalling 13,919 2013 Altimas that were manufactured from May 10 through July 26, 2012 because of incorrectly torqued bolts.
"Based on engineering judgment, it was determined that if a loose bolt falls out completely, the driver may experience difficulty in controlling the direction of the vehicle," Nissan said in a letter to NHTSA.
The bolts in question are transverse link bolts and power steering rack bolts. If these manage to shake loose, the car will have compromised steering, greatly increasing the risk of a crash. No injuries or collisions have been reported yet as a result of this issue.
Nissan dealers already received detailed instructions on how to fix the issue, which will be carried out free of charge to the consumer.
The recall is expected to begin immediately. For more info, contact Nissan Customer Service at (800) 647-7261.


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The Yamas and Niyamas of Renewable Energy
Jay Parkhill January 25th, 2008
Journalist, journalism professor and media consultant Jeff Jarvis posted a couple of blog entries from the Davos Economic Forum comparing the approaches of Al Gore on one hand with Google founders Larry Page and Sergei Brin on the other.
Gore, says Jarvis, favors raising carbon taxes, while Google is pressing for investment in alternative energy to reduce its cost. "Tax versus investment" is how Jarvis describes it. This appears to be a common theme these days, but I think it is a false choice.
At the VLAB event I attended this week, I was amazed to hear Kleiner Perkins' John Denniston saying in extremely strong terms that government policy is needed to get alternative energy businesses moving as quickly as they need to. It surprised me that a prominent VC would feel this need so strongly.
He's right, though. Private capital is a drop in the bucket compared to what government incentives can do for industries. But for favorable privacy, publicity, tax and other regulations I bet the Internet would not have become the essential fabric of life that it currently is. Denniston's argument was that government has the power to increase the attractiveness of renewable energy sources, and to decrease that of coal and oil energy.
The yogis figured out the need for this kind of balancing thousands of years ago and laid out a set of five "dos" and five "don'ts" for a healthy life- the yamas and niyamas. Balance is critical to keep us on the right path in life and business.
I'll give credit to Jarvis for not having his thoughts completely together since he was liveblogging. If his point is that "the discussion is too much about what we should not do rather than what we can do" then ok. More yamas, fewer niyamas. If by "tax versus investment", though, he means that we need to choose then he's dead wrong. We need both. Investment (yama) by the Googles (and Wal-Marts) that have serious industry leverage, and tax policies (both yama and niyama) from government to run that lever as far out as it will go.Tags: energy, renewables, yoga
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