text:
Sneijder awarded Dutch opener
Holland midfielder Wesley Sneijder has been credited with his team's opening goal in their 2-1 win over Brazil.
Last Updated: 03/07/10 5:01pm
Holland midfielder Wesley Sneijder has been credited with his team's opening goal in their 2-1 quarter-final triumph over Brazil.
The Dutch progressed to the final four on Friday with the aid of Sneijder's strike, which was originally awarded to Brazilian midfielder Felipe Melo.
The Inter Milan schemer's cross clipped the head of Melo en route to goal to level the scores and was originally given as an own goal.
Sneijder then nodded in the winner for his team but can now claim credit for both goals, taking his tally for the tournament to four - the joint highest alongside Robert Vittek (Slovakia), Gonzalo Higuain (Argentina) and David Villa (Spain).
The 26-year-old can boost his quest for the Golden Boot in Tuesday's semi-final against Uruguay - a team coach Bert van Marwijk refuses to underestimate.
The Uruguayans beat Ghana on penalties to set up the date in Cape Town and the Netherlands will go into the clash as firm favourites to progress to the final.
But Van Marwijk is wary of being dismissive of the South Americans, who have made an unexpected passage to the latter stages of the tournament.
He said: "I think the next game is a very dangerous game. This is the moment that I have already talked about for two years.
"When you beat Brazil and you are in the last four of the World Cup then there is a next game coming and the next game is Uruguay.
"They are fighters and we have to be very focused."
The boss was also refusing to think about the final, which is potentially just 90 minutes away for a team who have never won the trophy.
He went on: "I don't think that way. When you want to be world champions you have to win every game.
"The message to the team is to keep concentrating day-by-day, match-by-match and that is what we are going to do."


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|Message view
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|"Rick Hillegas (JIRA)" <j...@apache.org>
|[jira] Commented: (DERBY-3986) Stop dropping build artifacts in the subversion-controlled source tree
|Thu, 23 Sep 2010 17:54:33 GMT
[ https://issues.apache.org/jira/browse/DERBY-3986?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=12914124#action_12914124 ] Rick Hillegas commented on DERBY-3986: -------------------------------------- Hi Myrna, Thanks for bringing up this topic. I did edit the release targets and I did verify that the scripts are being dropped into the bin directories of the release distributions. See the STATE OF TESTING section of my long comment on 20-Sep-2010 above. The distributions look correct to me, but this is clearly an area we will have to watch closely when we release 10.7. Thanks. > Stop dropping build artifacts in the subversion-controlled source tree > ---------------------------------------------------------------------- > > Key: DERBY-3986 > URL: https://issues.apache.org/jira/browse/DERBY-3986 > Project: Derby > Issue Type: Improvement > Components: Build tools > Affects Versions: 10.5.1.1 > Reporter: Rick Hillegas > Attachments: chmod.diff, derby-3986-01-aa-checkCompilerLevel.diff, derby-3986-02-af-sanity-bin-toursdb-storeless-release.diff, derby-3986-02-ag-sanity-bin-toursdb-storeless-release.diff, derby-3986-02-ah-sanity-bin-toursdb-storeless-release.diff, mk-sanity-dir.diff > > > The Derby build drops various artifacts in the source tree. Build artifacts should not muddy subversion controlled directories but should, instead, go into temporary directories created by the the build. > The following is a (perhaps partial) list of artifacts currently dropped into subversion-controlled space: > Sanity directives > Generated grammars > The English error messages > Data type class sizes > Toursdb > Temporary class for verifying compiler level -- This message is automatically generated by JIRA. - You can reply to this email to add a comment to the issue online.
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subset: commoncrawl


text:
The woman from the city's borough of Queens had "underlying health conditions," Jessica Scaperotti, New York City Health Department spokesman, said.
The city's first fatality from the virus, assistant school principal Mitchell Wiener, also succumbed to the flu after complications from other health conditions.
According to the latest Centers for Disease Control and Prevention data released before the city's second death, the United States had recorded nine fatalities and confirmed the virus in 6,552 cases.
The rate of infection may be increasing in New York, with health officials telling The New York Times that the number of swine flu cases being treated in hospital jumped in recent days to 94 on Sunday, compared to 68 on Saturday and 57 on Friday.
CBS News reported there are currently 280 confirmed cases of swine flu in the city.
Ms Scaperotti said city officials were urging residents with flu-like symptoms who also had chronic health conditions such as diabetes or asthma to contact their doctor immediately.
Authorities warn that compromised immune systems appear to put people at greater risk from the virus.
More than 12,000 swine flu infections have been confirmed across 43 countries since the virus emerged in the Americas a month ago, according to the most recent World Health Organisation statistics.


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922r compliance question for Saiga 7.62x39
I have finished with all my reasearch and the Saiga ak varient seems like the one for me. Of course, Im going to want hi cap mags and want a pistol grip. I have no problem using the us made surefire mags and have no desire to move the trigger group forward. Ill prob get the intrafuse t6 collaplable stock or an other price comprable, us made one. SO if I a us made stock w/ pistol grip and us made hi cap mags does that mean Ill only have to replace one or two foriegn parts on a saiga rifle? I think they only have 11 foriegn parts right out of the box. I just have to make sure the gun has no more than 10 foriegn parts to keep it legal, right?
I think you don't have to comply with 922r unless you convert it. If you do then you have to have the US made parts. I am not completely sure, but if you want check out Saiga 12 forum. Not trying to plug another site, but that site is for nothing but the AK based guns and the 922r and NFA stuff. Besides that site is what lead me here.
Take a look at the Saiga model with the Dragonov butt stock. Seriously the stock is almost identical to the ones the Russians put on thier SVD Sniper rifles and they have a rotating cheek piece so if you want open sights or a scope it will accomodate both. And we are talking the real honest to God SVD not the so-called AK knock-offs. It is a pistol grip and reminiscent of the old pistol grip MAK 90's produced during the ban but were never designed to comply with our countries ban; they were designed to be practical. If you can not find the Saiga version with the SVD butt stock installed RAA will sell you one as an accessory.
have you done this?
Thats a cool option without having to declare it a "pistol grip". I assume it costs something, do any of you know how much?
Another question::: If I use hi cap US mags and install a tapco collapsable stock, how many parts so I have to swap out on a Saiga 7.62x39? Cant seem to find any info on doing exactly this.
A normal semi auto AK has 16 parts but a Saiga starts with 14(no muzzle device or pistol grip).
If you add a pistol grip or a mag with a capacity of more then 10 rounds it will have to be 922r compliant
You can replace the FCG (3 parts) and use a US made mags (3 parts) and be way 922r compliant.
To use 20 or 30 round mags you'll have to install a bullet guide which doesnt count.
I dont know why wouldnt want to move the trigger forward? It's not that hard and it will really make the rifle feel more like a traditional AK
Boba Debt, is this one in the same from Saiga 12?
"I dont know why wouldnt want to move the trigger forward? It's not that hard and it will really make the rifle feel more like a traditional AK[/QUOTE"
Call me weird, but I like the moved up mag. Kinda reminds me of a russian mini thirty.
14 parts-4 parts=10parts right?
Usin a USA hi cap mag(3parts) and collaplable pistolgrip stock (1part) would this mean that by just doing this I am in compliance? Or do I NEED to replace one or two more?
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Women's fancy dress
Become the life of the party with our Women's fancy dress range. We've got everything from the old classics such as police woman costumes and army costumes, to modern favourites such as Supergirl, Batgirl and Cruella Devil outfits.
Our site uses cookies. Find out what cookies we use and why we use them. If you carry on using our site we will assume you consent to us using cookies in this way.


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6300 Series hermetically sealed switches are designed for high reliability in extreme environments. This switch is used on military and commercial aircraft and in aerospace including the NASA shuttle program. Applications include valve limit switches, engine starters, overspeed switches, pressure switch and thrust reverser limit switches.
The metal corrosion resistant housing withstands most media and allows immersion of the switch in fluids such as synthetic hydraulic oils and jet fuels. The switch may be used in applications where external pressures are as high as 50 PSI (3.4 atmospheres). The 6300 series switch features an extremely low leak rate of 1x10-8 atm cc/sec. The switch enclosure can experience extremes of temperature pressure and media while the internal switch mechanism operates in a contaminant free environment of inert gas.
Contacts can be made of fine silver, gold alloy or platinum depending upon the application. Typically silver contacts are used up to 300°F and platinum contacts are used for up to 500°F. Gold alloys are used for low level applications which range from 10 milliamps at 30 milli volts up to 500 milliamps at 30 VDC.
Assemblies Available
Series 6300 hermetically sealed switches may be actuated with a variety of assemblies. Typical assemblies include pushbutton, leaf, roller leaf and toggle. Standard assemblies may be modified to meet special mounting requirements. HSI can also design custom assemblies to meet specific application requirements. View Typical Assemblies
Maximum Operating Force
26 oz. (7.23 N)
Minimum Release Force
6 oz. (1.67 N)
Movement Differential
.020" (0.508 mm)
.32 oz. (9.07 g)
Overtravel Stop
.010" available (0.254 mm)
Electrical Rating
28VDC/115VAC, 400 Hz
5 Amps
3 A mps
Dielectric Withstanding Voltage
1000V rms at sea level for 1 minute or 1250V rms for 1 second with maximum leakage current 0.5 milliamperes. Can be supplied to meet 1500V rms withstand voltage with reduction in life.
Contact Arrangement
Temperature Range
-85°F to 300°F (-65°C to 149°C)
-85°F to 500°F (-65°C to 260°C) / -320°F (-196°C)* Special Order
100g for 6 ± 1 ms
10 - 2000 Hz 20g peak (50g on special order)
Ambient Pressure
High Vacuum (negative) to 50 PSI (positive) 3.4 atmospheresI
Military Specification


text:
A major cool down is on they way and temps are forecast to dip to the lowest they've been in a couple of years. Is your heating system ready?
If your unit hasn't been serviced regularly, Jon Saxton, a technician with Morris Jenkins Heating and air says it could be at risk.
"It's a big load on the system right now," he said. "They've been just kind of chuggin' along doing their thing and now we're just kind of demanding them to run at a greater pace."
That greater pace could very well leave you in the cold.
"You have a risk of air flow issues, you know motors failing that haven't been tested lately," added Saxton.
Another option when temps are all over the map? A programmable thermostat. They are sold any hardware or home improvement store.
Paris Lytle, manager of a local Lowe's Home Improvement store told WBTV they sell a lot of them this time of year.
"You can save money even when you're not programming it, it can actually learn based on patterns in your home," he said.
But even that kind of thermostat won't do much good without heat.
It's why Saxton says regular maintenance will not only keep you warm, but save you hundreds of dollars, too.
"We're talking about you know $20 a month," he said. "Less than a tank of gas a month, you can have your system serviced. Like you said, couple hundred bucks a year. Most average repairs when something fails, $400-800 is an average repair."
Technicians also recommend checking and changing your air filters regularly.
Copyright 2013 WBTV. All rights reserved.


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I just watched sugarshacks video and now I want foam core board but I don't know where to order it online and i wanted to check on the price. Anybody know where to get it? thanks
I get mine at Hobby Lobby or Michael's
Office supply stores or craft shops usually carry it..... You will LOVE it !
Believe it or not my local dollar store have them. Just one size though. The sheets are the size of a large poster board and about 1/4 inch thick.
$5.99 at Michaels or AC Moore.
Don't forget to use the 40% or 50% coupon!
Where at Michaels or Hobby Lobby is it located -- what section?
picture framing
Wonderful! Thank you! I'm going today in fact!
Where at Michaels or Hobby Lobby is it located -- what section?
With the art supplies,near the poster board and special large sheet art paper. make sure you watch for the sales and stock up bc it is kinda spendy but great to use.


text:
Hey guys I am trying to set up a monitor that will alert me if a group ALL stays offline for say 10 minutes. This signifies an internet connection has droped because we have all the groups as different locations. This "should" be simple but I dont want it to alert me about every individual device, just the group as a whole.
Any Ideas?
2 Replies
Feb 13, 2009 at 10:31 UTC
So is this a VPN that's dropping it connection to the main office or ?
Feb 13, 2009 at 10:50 UTC
Hi there Casey. I just want to set up a monitor that flags when a whole group appears offline. The reason does not really matter. I just need spiceworks to check and see if Group A that has 18 people and all 18 are detected as offline to shoot a warning about it. So far it will only let me alert every single device but that would create too many alerts.
This discussion has been inactive for over a year.
You may get a better answer to your question by starting a new discussion.


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I am currently on H1B visa through Company 'A' and Company 'B' has submitted my H1B transfer application.
My wife is on H4 Visa and I'm wondering if I've to fill out any legal form for my wife before I join company 'B'?
Currently, my wife's H4 visa has reference of company 'A'.
If she has H-4 status already, then she doesn't need to file an I-539 just because you change H-1B employers. But if the expiration date of your new H-1B status will no longer match the expiration date of her H-4 status, then you may find it more convenient for your wife to file the I-539 seeking an extension to match your new expiration date now. Otherwise she must do so later before her H-4 status expires (or travel abroad and reenter and get a new I-94 that matches your new expiration date).Ask a similar question
Yes you must do that.
The above is intended only as general information, and does not constitute legal advice. You must speak with an attorney to discuss your individual case.Ask a similar question
Should I fill out I-539 after I get H1B transfer approved? Or I should fill out I-539 right away.
They should have been done simultaneously, but you can still do it now if her H4 is not expired.
Great, thank you so much for your help.
It is advisable, though not necessary, to do so.
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Red House Records is pleased to announce the February 14, 2012 release of Tilt-A-Whirl, the label debut of Michigan songwriter Drew Nelson. An artist with an international reputation and several critically acclaimed albums under his belt, the folk/Americana artist writes as a witness to the lives and journeys of those he has met along the way.b Mixing Sprinsgteen's roots-rock sounds with the folk storytelling sensibility of Nanci Griffith, Drew introduces us to an eclectic cast of everyday characters that includes out of work war vets, forsaken lovers, migrant workers and other directionless lost souls.
"As you encounter the characters on this record, it becomes clear that Drew Nelson has dedicated and re-dedicated himself to getting at real human stories," says acclaimed songwriter Peter Mulvey. "Some of these characters are him, and some are people he knows, and all their stories let us know that Drew is standing in the Midwestern cold, seeing and telling as clearly as he can."
Recorded in his home state of Michigan, Drew's new album sprung out of a series of serendipitous events that started with a chance encounter with a friend in 2011. It had been two years since his radio-charting album Dusty Road to Beulah Land came out, and this friend told him he had to make a new CD. "I just laughed and said 'Yeah, if I could pay for it.' He asked me how much it would cost, and he wrote me a check." Drew then called up his producer Michael Crittenden at Mackinaw Harvest Studios and to his great disappointment, discovered that the studio was booked solid for the next six months. But five minutes later, Michael called back saying that the band had cancelled for the following week. "That was it," Drew says. "I started to call all the musicians I knew that I wanted on the CD and just lived in the studio for the next two weeks, writing two new songs and recording almost everything live."
The timing ended up being perfect as Drew was able to record with some of his favorite Michigan musicians, including Michael Crittenden (B-3 organ, Wurlitzer, piano, guitars), Mark R. Schrock (bass, mandolin, vocals), Brian Morrill (drums), Drew Howard (pedal steel, Dobro), Jen Sygit (vocals) and Bettye LaVette's guitarist Brett Lucas who was coincidentally not on tour and was able to come in from Detroit. Adding some soulful electric guitar parts, Lucas added a rock edge to songs like "Promised Land" and "Danny and Maria" while adding subtle textures to acoustic tracks like "St. Jude" and "Here and There."
Together this ensemble of musicians brings Drew's sad and beautiful working class tales to life. Speaking to today's hard economic realities, Tilt-A-Whirl illuminates people's struggles to hold onto their hopes and dreams as they spin through the wild carnival ride of life
In support of his new album, Drew Nelson will be showcasing at the 2012 International Folk Alliance Conference in Memphis and will be touring across North America and Europe. For his full schedule, please visit www.drewnelson.net or www.redhouserecords.com


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<< Back - 2004 > Land Rover > Discovery > Air Intake > Purge Valve
2004 Land Rover Discovery Purge ValveReview Fitment Notes to Ensure Proper Fit
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text:
Your patio furniture suffers through harsh climate changes every season. Sooner or later this exposure to heat and rain will take its toll on even the best of pieces. Rather than tossing the worn-out chairs, you can replace broken straps and mesh to bring your patio furniture back to life. Finish your chair's recovery by touching up the paint, and your patio furniture will be ready to enjoy for years to come.
Things You'll Need
- Scissors
- Drill
- Gloves
- Hot water
- Tongs
- Cloth measuring tape
- Detergent
- Utility knife
- Wire cutter
- Rubber mallet
Repairing Vinyl Straps
Measure the width of the existing straps and buy replacement strapping. Cut existing damaged strapping and remove the strap and steel tabs from the chair frame. Set the tabs aside. Discard the damaged straps. Clean the chair with a mild detergent and water.
Measure the distance from one rail to the other, using a cloth measuring tape. Wrap the tape around the chair rails one-and-a-half times, in the same manner as the straps were attached to the frame. Multiply that measurement by .85 and add 1 inch. For example, if your hole-to-hole measurement is 36 inches, multiply that by .85 to get 30.6, then add 1 inch to get a measurement of 31.6.
Cut a strip of vinyl to measurement from Step 2. Drill holes in each end about 1/2 inch from the end and trim the corners diagonally toward the hole.
Soak the strap in hot water for about five minutes. Attach it to one end of the chair by pushing the steel tab through the end of the vinyl and through the hole in the back of the chair. Wrap the strap completely around the frame, covering the tab.
Pull the strap tightly over the chair to the opposite side. Stretch it and wrap it around the frame one-and-a-half times.
Push the steel tab into the hole of the vinyl strap and into the hole in the chair. Slide the loop over the tab and release the strap. The strap will contract as it cools.
Repeat the process for any remaining damaged straps.
Repairing Mesh Sling Chairs
Measure the chair mesh by using a cloth measuring tape. Measure from side rail to side rail at the widest part. Find the length by following the curve of the chair with the measuring tape.
Cut the old sling down the center with a utility knife. Remove the end caps off each side rail and slide the halves of the sling out from the tracks on each side.
Loosen the bolts that attach the rails to the frame and pop out the spreader bar---the thin bar that runs across the back of the chair from side to side.
Remove one rail entirely. Holding the replacement sling with its hem side toward the back of the chair, slide the nylon rod onto the track of the rail that is still attached to the frame.
Slide the detached rail over the rod on the opposite side and bolt the rail back onto the frame. Tighten the bolts on both rails to make the sling taut.
Reinsert the spreader bar by spreading the rails apart and bending the bar to pop it back into place. If necessary, tap it with a rubber mallet to restore its shape.
Trim the rods with a wire cutter, then push the end caps back on the rails.
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text:
Comilla Victorians vs Sylhet Super Stars Prediction
10 December 2015 BPL T20 Match 29th
Match Information
29th Match, Bangladesh Premier League, 2015
Comilla Victorians vs Sylhet Super Stars
Date: December 10, 2015
Time: 08:00 GMT | 08:00 UK | 13:30 IST | 13:00 PAK |
Venue: Shere Bangla National Stadium, Dhaka
Super Prediction:
This match is very important for the Sylhet Super Stars, because by wining this match with huge margin or with strong run rate they still have a chance for final four.
Sylhet Super Stars will be the winner
Important Note Must Read:
(This prediction is only for cricket lover who wanna get the cricket Info, not for gambling, betting or any other illegal activities.superprediction.com will not responsible for any consequence. Thanks for supporting us.)


text:
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text: Vanaspati Garden, Mumbai Lights On Light Off Views: 724 Comments This video features the Vanaspati Garden in Mumbai (Bombay), Maharashtra state of India. It is located at J.V. Link road in Powai. This garden is used by the Mumbaikars (the people of Mumbai) especially for walking. Tags: Vanaspati garden, Cities, Mumbai, Maharashtra


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North Korea's nuclear threat is growing each day: US warns Kim's unprecedented number of tests make attack more likely
US Deputy Secretary of State Antony Blinken said the threat from Pyongyang becomes more acute each day
The country has carried out 24 missile tests in the past year
He said pressure must be applied on Kim Jong-un to bring about disarmament
Kim said his country is close to test-launching an intercontinental ballistic missile (ICBM) that could someday hit the US
6 January 2017
North Korea has demonstrated a 'qualitative' improvement in its nuclear capabilities – showing the need to bring Pyongyang back to disarmament negotiations, the US has said.
US Deputy Secretary of State Antony Blinken told a joint news conference after a meeting with his Japanese and South Korean counterparts that the threat from the secretive state becomes more acute each day.
North Korea had conducted 24 missile tests in the past year, as well as two nuclear tests, and learned from each one, he stated.
'Even a so-called failure is progress because… they apply what they have learned to their technology and to the next test.
'And in our assessment, we have a qualitative improvement in their capabilities in the past year as a result of this unprecedented level of activity,' he said.
'With every passing day the threat does get more acute,' Blinken said, and referred to comments by North Korea's leader, Kim Jong-un, on Sunday that his country was close to test-launching an intercontinental ballistic missile (ICBM) of a kind that could someday hit the United States.
The Rest…HERE


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During a recent appearance on CBS Sunday Morning, Academy Award-winning actress Nicole Kidman credits husband, country crooner Keith Urban, and their two daughters – Sunday, 8, and Faith, nearly 6 – for supporting her after the Sept. 2014 death of her father Dr. Antony Kidman.
"When my father passed away, I literally was down saying, 'Please, give me the strength just to be able to wake up tomorrow.' Because I was shattered beyond belief at that," she shared. "I didn't even know how to get up from this."
The Lion actress, 49, leaned on her famous husband and their two daughters during that dark time.
"I had a husband that came right back," she said. "I called him screaming and crying. And he was about to go on stage. And he walked off stage and he got on a plane — he had just gotten there. He flew six hours and he was right back there. And he literally picked me up and pretty much carried me through the next two weeks. And I also had, you know, my children going, 'It's gonna be all right, Momma.'"
She added: "It's interesting the way children view things, 'cause they're like, 'You still got your mommy.'"
The Cold Mountain actress went on to talk about raising their girls in Nashville, Tenn.
"My little girls are Southern girls — they say 'y'all,'" she shared.


text: Asia PacificChina worried by prospect of US debt default China, America's largest lender, fears that US failure to reach a deal could affect the global economy. 16 Oct 2013 20:34 GMT | Asia Pacific If the US dafaults on its debt, many fear it could have grave consequences for the global economy. But China, which is US' biggest trading partner, would be particularly affected as the world's two largest economies are deeply interconnected. China is America's largest lender and holds nearly $3.5 trillion in US dollar assets. Al Jazeera's Marga Ortigas reports from Dongguan in southern China.Source: Al Jazeera


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The marketing manager's guide to hiring an app development team
Tired of playing catch-up when it comes to app development? Get a guaranteed price quote in just a few minutes.
The Mobile Mentality
Marketing managers don't just build apps. They build bridges between their companies and their consumers. App development is about more than just getting short-term value out of a passing fad — it's about understanding the 21st century consumer.
Enterprises are eager to claim their territory and it's no surprise why. By 2017, the app market will have become a $77 billion dollar industry.
Today, it's not enough to just build an app — you need to build something truly innovative and valuable if you expect to run rings around the competitors. Unfortunately, the current breakneck speed of app development hasn't made marketing managers' jobs any easier. Take too long to develop your product and you run the risk of losing customers to nimbler competitors.
As the digital media and e-commerce landscapes continue to shift, it's becoming clear that enterprises need to work their way into people's smartphones if they expect to build any sort of true influence.
But it's not all doom and gloom. With the right approach, you can outmaneuver the competition and create something truly great.
It's a Hard Knock Life For Apps
As a marketing manager, you know firsthand how quickly the industry has evolved. Social media refuses to slow down, SEO is changing with every Google algorithm update, and figuring out how to best develop your community can turn into a massive game of guess-and-check.
Your job has consistently become more complex, and you don't have the time to sit around dreaming up the perfect app. Still, you're expected to produce an effective product that's as visually impressive as it is analytically effective.
To make matters worse, your dev team is beyond overloaded. All the project management in the world won't change one simple fact: they just don't have the time to crank out apps and updates on top of their current workload.
Large Self Serve Marketplaces
So, do you turn to freelancers from large online marketplaces like Upwork or Freelancer? You're on the right track, but there's one massive issue here: you're gambling with the company's money. The team may seem reputable enough, but you're assuming every facet of their operation will run smoothly.
For starters, these types of sites attract can mediocre talent, almost by design. Their payment model encourages a race to the bottom' where the cheapest freelancer wins.
Here's something we all forget on occasion: there's a reason talented people are expensive. They're generally experienced, disciplined, and a pleasure to work with. Free-for-all online marketplaces attract people who don't value their skills very highly — and probably won't value your business either.
Even if you manage to find a diamond in the rough,' you'll still have to deal with one of the most common (and disastrous) issues in outsourcing: communication. Inconsistent responses, time zone issues, and a slew of cultural barriers are just a few of the problems you'll face.
Speaking of communication, you'll almost certainly end up micromanaging most (if not all) of the development. After a while, you'll probably start to wonder why you didn't just build it all yourself.
Communication, reliability, and efficiency will be the building blocks of your partnership with any outsourced team. Now, it's conceivable you could find a team worth your money. (It's unlikely, but anything's possible.)
But why take that risk in the first place? You're not interested in gambling with your company's money. You're interested in results.
Finding the Ideal App Team
Being a marketing manager means you already have one dev team to keep on track. The last thing you need is another group of folks to manage. You need a system that delivers results without demanding your absolute attention.
The reality is, you're not going to have much success using the typical outsourcing marketplaces. While they may be an easy place to scout potential hires, these avenues are unreliable when it comes to cultivating talent.
So how will you go about finding the ideal team for your job? First, you'll need to compare your options. Resist the urge to go with the first team the blows you away — emotional decisions and business don't go well together. Take the time to ask plenty of questions and determine what the team's thought process looks like. Patience and research are the watchwords here.
Do Your Homework
Be sure to do your due diligence and speak to previous people who have worked with each member of the team. If they cannot supply references then that's either a red flag or a sign of inexperience. Don't hire inexperienced teams unless you're willing to subsidize their training (by paying them to work on your project).
And yes, it's in your best interest to seriously question the lowest bidder. While they might be the cheapest, they may not be able to deliver when it comes to creating a high-quality project. If they aren't able to put your mind at ease, walk away and consider your other options.
Once you've significantly narrowed your options, set clear milestones for your potential team. They may be working independently, but reviewing your vision for the app with them is always in your best interest. Be sure to run these milestones past them and establish whether or not they can execute on everything you need.
These may seem like minor steps, but they'll help separate the disciplined teams from the ineffective ones. Take the time to carefully choose the right group of people and you'll make outsourcing that much easier.
Speaking of outsourcing, we've managed to gather some of the most talented minds in IT right here at Gigster. Our teams have built apps for everyone from Google to Facebook. If you're ready to work with a company that specializes in agility without sacrificing quality (and we're pretty sure you are), get a guaranteed price quote from our product managers — it'll just take a few minutes.


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I wasn't given any options of clinic or appointment dates.
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Pair of Easy Turn Basket Hooks260095
The Easy turn strong metal swivel hooks are a unique rotation system for your hanging basket that will enable all round growth and easy watering. This will encourage each plant to receive equal light and fulfill its growing potential!
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Interim and Permanent Opportunities
Food Industry Technical Specialists
Welcome to Jarvis Johnson
Jarvis Johnson, set up BY Technical Managers FOR Technical Managers!
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Whether you have an urgent need for an Interim Manager or have a Permanent Vacancy to fill, we have a database of over 10,000 Food Industry specialists. Utilising this and our wider network, we are able to source candidates with hard-to-find skills and the product expertise and / or retailer experience to ensure a best-fit within YOUR business.
We are currently accepting new Candidate and Interim Manager registrations from high calibre individuals with Food Manufacturing experience in Technical, Quality, Auditing, Compliance, Health and Safety, Hygiene, NPD, Process Development, R&D or Specifications.
A Word From Our Clients
What other people thought about the service provided by Jarvis Johnson
I was very pleased with the way suitable candidates were put forward and interviews arranged in such a short space of time. At no time did I feel like I was under pressure to choose one of Jarvis candidates.Mike Wierzbicki, Interim Technical Manager – Ichiban
Read more
I would have no hesitation in recommending Lisa Johnson and the Jarvis Johnson team for their excellent, cost-effective service.Sarah Renshaw, Senior HR Advisor, Reynolds Catering Supplies Limited
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We are very happy with the candidate placed and the service received and would have no hesitation recommending Jarvis Johnson to any Food Manufacturer. Read moreDavid Betts-Gray – Produce World (Butterwick), Interim Managing Director
Jarvis Johnson proved to be well connected in the geographic area, understood the brief quickly and were able to provide a suitable candidate within the second CV submitted. A win all round.Nigel Quick, Chief Operating Officer – ieat Foods Limited
Read more
Recent News Articles
Interim Managers – Supporting Clients With Technical, NPD And…..Weddings!
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Jarvis Johnson Comes Of Age!
Jarvis Johnson is 18 Years old! Much has changed since Jarvis Johnson was incorporated on 1st April 1999. On this auspicious birthday Leanne Sowerby of Virtual Marketing Room talked to Lisa Johnson, Managing Director about some of the milestones over a glass of fizz and a slice of birthday cake! What made you decide to
NPD and Process Development Skills Shortage
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Order today, and you'll receive your package between and .
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Spring Break has come and gone, but has given students a lot to talk about. For the first lesson after the break, I like to do an interview and presentation activity to get my students back into English mode.
We begin with a simple greeting and question activity using follow-up questions to elicit more information after a simple yes/no question. From there, we work through the question words on the worksheet and make four questions to use in our interviews.
Students then form pairs and are given 5 to 10 minutes to interview their partners about what they did over the break. They use that information to make a short paragraph about their partner's activities. When the time limit is up, one of the students from each pair stands up and presents the paragraph they have prepared to the rest of the class. When the presentations are finished, students find a new partner and repeat as before, this time the students who didn't present in round one present their prepared paragraphs.
It's a fun and simple activity that allows students to exchange information and support each other while shaking off some of the rust that invariably accrues over a long vacation. It also works well for mixed level classes, where more advanced students can assist the lower level learners.


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A Time for Holding Hands
Christopher Kimball's award-winning collection of eloquent prose and joyful letters to his children highlights the greatest of life's treasures -- captured moments in time. Award-winning artist Mark Keathley echoes a world rich with simple beauty and peaceful landscapes and offers a visual reminder that each day is a precious gift.
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my boyfriend loves me but he always makes fun about my facial features although em pretty, after tht he tries to cheer me up but it makes me feel like crap? we are in a long distance relationship and he is pretty mature... he does it whenever I send him my picture.. although I am sure he isn't cheating on me.
Most Helpful Guy
He shouldn't make fun of you.
Personally though I have a bit of a pet hate on people describing themselves as pretty. I do think peoplle should have confidence and be happy with themselves but I dunno, when someone says they're pretty it just always comes off as arrogant, I can't get past that, it just makes me dislike them a bit.
I know I might get downvoted for saying that, but I just think it pays to be more humble, that's just me. If someone else thinks I'm good looking, great, but I'd never use it as a way of describing myself.11|00|0
Well sorry if I sounded a bit arrogant... I just wanna know why he does that and hurt me... why the hell does he try to cheer me up thn when he doesn't even care...
Most Helpful Girl
Because he obviously doesn't appreciate how you feel?11|00|0


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Monster Codex
The following documents were smuggled from Monstru in an audio-recorded book called "The Monster Codex Monstru". We do not yet fully understand this full text, but we have a number of scholars working on the problem, full-time.
Monsters leak through from Monstru, from time to time. We're not entirely sure how or why it happens, but it happens and has occurred for as long as Manlings have walked the Earth. If course, one must know how to "Imagine8" to see them.
All Monster races fall into one of these three categories:
Monster – Bestial creatures with horns, teeth, and day jobs. There are many different kinds of Monsters, from Furnace Goblins to Wage Daemons, and they are the most common type of creature in MONSTRU.
Automat – Machine based life forms; clockworks or steampunks. Short for "automaton," most Automat were created long ago for the benefit of the Monsters.
Bloodless – Ghosts, rotters, and other forms of unlife that still dwell on the outskirts of MONSTRU society. They may be dead, but they still have work to do.
Monster Races:
- Boggra – Lagoon creatures who have been forced to move from the swamp into Monstru's vast sewer system. They are knowledgeable of the dark, damp places.
- Crone – Wicked monster women who are skilled in majik, and the eating of bones. Baba Jaga is a Crone.
- Daemon – Red skinned beasts once summoned from damnation itself. But now they can't seem to find a way back. Beastio is a Daemon, as is Toni Oni.
- Furnace goblins – Inside of every steam-car, and behind every empire, there are hard working slave-goblins doing hard labor for the comfort of others. Sometimes they escape. Horst and Grist are goblins.
- Kelpie – Ill-fated horses that at first appear to be beautiful and gentle, but after mounted, turn into green, swamp diving beasts.
- Krampus – Hairy, horned, and bestial, Krampus are some of the most common folk of Monstru. They can fight, drive, and steal, and are fairly adaptable. They used to steal bad children.
- Peerless – Unique creatures that have no "race" to call their own; they are truly alone in this world. KlawBerry is an example of a Peerless.
- Patchwork Wonder – You are a creature of many parts, sewn together with string and wire, and brought to life through the wonders of electromajik! You may contain parts of Trolla, Goblin, Automat or even Bloodless.
- Skinwalker – Former Monstonia spies, these wolf men have the ability to shift into a Manling whenever they overwork their brain.
- Trolla – Once feared mountain dwellers, Trollas rove in caravans, most often selling worthless junk. They're tough scrappers, though.
Automat Races:
- Halloween Golem – Mechanical men built to bring order to wilderness by cutting down trees, and tending farms. Now obsolete, they do odd-jobs to pay the bills. Kip Cupwhistle is one.
- Vendomat – Most Halloween Golems were converted into these portable vending machines 2 centuries ago. Don't laugh, they are equipment fiends.
- CrowBot – The huge mecha crows used as soldiers of terror for the Authority. While, another form of Automat, they are not a playable race. (Too dang big.)
- Mechan – For a time it was fashionable to have a clockwork servant created in the likeness of the mythical "Manlings," often grafting their bones to metal. Today, they haunt old bookstores or junkyards. Chadworth Machine is a Mechan.
- Clockwork – Housed inside their rich, oak cases, the Clockwork appear much like a grandfather clock. Inside, an array of powerful gear driven difference engines stroke the amazing intellect of these sentient beings. Clockworks are rare and generally controlled by the AUTHORITY.
Automat have a difficult time manipulating Majik, than the other races. They have a maximum of "Good" for any Majik based skill.
Bloodless Races:
- Haunt – After the Pathos bomb fell on Worch and wiped out the Manlings, all that is left are these radioactive apparitions. Hey, they're still dangerous.
- Rotter – While most of them simply wander about the edges of Skullopolis, some decide to partake a life of adventure. Others raid the Clown Bite dumpsters. Which is it?
- Feratu – Blood suckers with a knack for selling used vehicles. Above all, they know how to make a profit. Often seen as second-class citizens.
- Embalma – Ancient manlings that were exposed to a forbidden chemical reaction, the Embalma wear layers of bandages to protect their skin from the elements. Although they're dead, they enjoy chewing fresh monster-flesh.
An ancient race from the lost swamps of Charrow, the Boggra look like very large, green scaled creatures, with head-fans, webbed fingers, and big teeth. They typically wear no clothes, as the males and females are identical to non-Boggra.
Once the swamps were drained and the mighty Mega-cities arose, the Boggra moved into the vast network of Authority sewer systems. Here, they thrived, and became experts at raking the muck, finding the things that other monsters wished to hide, and sewer farming.
An open society, they welcome those who wish not to be found, and who can stand the stench of their village-lairs.
Boggra are more susceptible to moisture loss than the other races. Each day that the Boggra doesn't have liquids to drink, she'll take one point of damage. As long as the Boggra has an ample supply of liquid to drink, she will stay healthy, happy, and moist.
Diet: Swamp meat
Lifespan: 120 years
Size: 7-9 feet tall
Racial Skills: UnderDeep Lore (Mind), Swimming
Free Skill: Speak Monston (Spirit), Swim (Fair)
Racial Gift: Road Kill Belly
Racial Fault: Moist
All Boggra:
- Have no sense of smell; they cannot take any smell-based skills (Smell, Track Scent, etc.)
- Can hold their breath for an hour at a time.
Most Boggra:
- Are excellent swimmers
- Enjoy collecting junk, old rumors, and stories of the surface regions.
- Are very familiar with the UnderDeep, and have been there.
- Enjoy being behind the wheel of a Rig. (A rare treat!)
- Are hunted for their skin; CrowBot Politico enjoy Boggra skin briefcases, and for a decade Boggra-hide covered dashboards were all the rage.
Some Boggra:
- Disdain the filth of their race, and seek a cleaner, more fashionable existence.
- Are bestial by nature and enjoy eating Monsters more than trash.
- Take a long time to forge friendships, but when they do, they last for ages.
Famous Boggra:
Ripper Gallant – A Mobster Boss who controlled trade in illicit goods though the Authority sewer systems. He was hanged recently in a live radio-cast.
Manufactured minds, ClockWorks are powerful difference engines with intellect. They look most like tall grandfather clocks, with oak cabinets, metallic clock-faces, and a variety of pipes and cords added on to them. Physically awkward, they shamble about on their small wheels and manipulate the world with their delicate weight chains.
ClockWorks are considered to be the most intelligent "creatures" in all of Monstru. They were made to calculate battle plans, interpret data, and manage traffic lights. One of their most valuable skills is their ability to read data spools; turnip shaped mechanisms filled with tiny glass beads and miniscule gears that house mountains of information. (Each data spool is dedicated to one very specific type of information – like an encyclopedia volume.)
Initially created by inventor Mig Nola, the ClockWorks have been enslaved by the Authority to do their calculations and bidding. Most are kept in the hallowed basements of the Department of Celebration, where they attempt to determine crimes against the Authority before they are committed. With the demise of Mig Nola, the secret knowledge of how the ClockWorks were created has been lost.
Diet: Daily winding. (By someone else.)
Lifespan: Up to 1000 years, with regular maintenance.
Size: 7-9 feet tall.
Racial Skill: Read Data Spool (Mind)
Free Skill: Speak Monston (Spirit)
Racial Gift: X
Racial Fault: Fragile
Most ClockWorks:
- Are self-winding
- Are very intelligent
- Have an interest in one particular scholastic subject (Maps, traffic patterns, weather, history, medicine, Census, etc.)
- Are licenced and controlled by the Authority
- Are fiercely logical and loyal to the State
- Have never been outside or seen the sky
- Are painfully slow
- Lack common sense
- Require constant maintenance and calibration
- Have little empathy
- Don't support the idea of Majik
- Dislike rain (especially acid rain)
Some ClockWorks:
- Escape from their masters
- Go crazy because they've not been calibrated in recent memory
- Are free thinkers
- Have an interest in non-Mechan affairs
Famed ClockWorks
Mechardo – the gambler. Most brilliant player of spinjak, Merchardo is said to have bankrupt seven different casinos in one year.
Mister Gawson – the cypher. Able to break the encryption on any data spool within one day. Currently malfunctioning in some lost junkyard.
These witches are often seen in Monstru, traveling in groups of 13 (Covens), chewing bones, scribing hexes, and casting Jinx. They most often appear as hunched women with greenish skin, bent noses, keen teeth, and long claws. However, some are quite fetching in their younger years, entrapping the hearts of many a male Krampus, trolla, and beast.
There are no male Crones; it is said that they ate the last one centuries ago, for his sweet marrow. When a Coven loses a member, they reproduce by stealing the heart of a man (through both love and tearing out his actual heart) and burying it in a pine coffin. The group casts the Cronis Jinx, and in one year a Crone toddler will dig her way out to join her Coven.
Diet: Bones, flesh, and marrow soup.
Lifespan: 800 years
Size: 4-6 hunched feet
Racial Skill: Crone's Kiss (Jinx)
Free Skill: Speak Monston (Spirit)
Racial Gift: Majikborne
Racial Fault: Disgusting Habit
Most Crone:
- Are terrorized by the Authority
- Live in groups of 13 called a "Coven."
- Are quite happy to use Majik
- Live happily in filthy conditions
- Don't get along with folks outside of their Coven
Some Crone:
- Live as urban hermits
- Make a living as a Bounty Witch
- Are very formidable claw-fighters
- Have green hair and live in bogs
- Join a Crew and give up Coven-life
Famed Crone:
Baba Jaga, Bounty Witch
Summoned from the fires of damnation, the Daemon are a race that are stuck in MONSTRU, with no way back to their homeland. Fragments of historical records indicate that "a dozen upon a dozen daemon" were summoned by the Monstonian Sorcerer Hib, in an effort to create a brigade that would defeat Barondook in the Mighty War. In the end, the Daemon were difficult to command and only a few fought in the war. The rest scattered, ill-equipped to live in this new world.
Daemon are generally red or green, with leathery skin, big striped horns, toothy jaw, and hooves. They have no tails, and they generally stand between 4 and 7 feet tall and are quite heavy for their size. They enjoy drinking honey, eating salt, and they require water just like everyone else. All Daemon have the gift of Fire Resistance.
Oddly, being born of Majik, the Daemon seem to have little ability to become warlocks themselves. They themselves can be summoned and sometimes manipulated by Majik, but they are unable to bend it to their will.
Diet: Honey, stew, gravy, eggs, junkfood, souls, and candycorn.
Lifespan: Unknown, but likely thousands of years old. They just don't seem to age.
Size: 4 to 7 feet tall.
Racial Skill: Create Fire (Spirit)
Free Skill: Speak Monston (Spirit)
Racial Gift: Fire Resistance
Racial Fault: Majik Deficient
Most Daemon:
- Are rarely found in MONSTRU
- Have horns
- Value Independence
- Age very, very slowly
- Are maladjusted loners
- Don't fully understand how much of MONSTRU works
- Have hooves
- Are invulnerable to fire
- Are poor swimmers
- Consider themselves visitors
- Love drinking honey
- Dislike Feratu, mostly because their blood is a delicacy to them.
- Enjoy eating sweets, once per day
- Require air, water, salt
- Sleep once per decade (for several years)
Some Daemon:
- Like living in MONSTRU
- Succeed with a Crew
- Wear clothes of some sort
- Resent being summoned
- Would rather fight than talk
- Love wealth more than life itself
Famed Daemon:
Mig Nola – Inventor. Though he recently passed away, Nola is the mind behind most of the inventions and steampower of the modern era. He's like Einstein, Tesla, and Edison all rolled together.
These dead-heads are easily recognized due to their skeletal forms, covered in old, rotting bandages. The were created quite by accident, by Monstonian Scientist Dr. Gilliam Pathos. Dr. Pathos was looking for a way to take defeated Barondook soldiers and reanimate them for battle. His experiment went awry and he raised the entire military cemetery as Embalma!
Unfortunately they were not terribly eager to battle once again, and they shambled to the four winds.
The AUTHORITY has made use of them to work long shifts in the State Factories, churning out bombs, CrowBots, and other engines of war. While many tend to become tangled in the machinery, they are quickly replaced by hordes of other Embalma, looking for work. The Embalma accept this position since they have little love for the Monsters that they once fought against.
Diet: Flesh
Lifespan: Until destroyed. They're usually quite old to begin with.
Size: 5-6 feet tall.
Racial Skill: Wrapogami (Spirit)
Free Skill: Speak Monston (Spirit)
Racial Gift: ?
Racial Fault: Antique
Most Embalma:
- Are ashamed of how they look, and hide behind their bandages
- Have old fashioned values
- Are aggressive, and don't mind pushing monsters around
- Are strong for their size
- Are Barondook patriots
- Have little love for Monsters
- Require very little rest
- Are hard workers
- Smell like turpentine and mineral spirits
- Are not very flammable
Some Embalma:
- Feel that Monster society owes them.
- Would like to forget that they were a soldier.
- Are lonely and just like to tell stories of the war.
- Feel that showing their face under their robes is a sign of affection or respect.
Famed Embalma
Mikael Saxon – Saxon is one of the popular radio personalities for Authority Radio One. His deep basso voice soothes the masses as he reports on the War with CREATU, the daily bomb production stats, and the ever increasing chocolate rations. He's been at it for over 70 years.
The Feratu are said to have been the companions of monsterkind since the beginning, feeding off of their blood and fluids of the living. Contrary to popular belief, Feratu bites do not turn one into a Feratu. Full blood draining results in death, but not Bloodlessness.
Feratu cannot feed upon other Bloodless or any of the Automat races. They require 1 quart of blood per week to survive, or 1 vial of poison per day. If they do not receive sustenance to meet their needs after 1 week, they will shrivel up and go into a comatose state called "Raveel". In Raveel, the Feratu is unable to respond to any external stimuli, and for all practical purposes, they are dead. However, even after centuries of Raveel, a Feratu can be restored back to life by submerging it in a tub of fresh blood for 10 hours. It should be noted that Raveel really hurts, and is a state that is avoided by most Feratu.
Physically, Feratu stand about 7 feet tall, are very slender, and have humanoid heads with wide ears and blood red eyes. They have large hands, with very dangerous claws which can be effectively used in battle. "A handful of knives," describes them well. The mouths of the Feratu contain many small, sharp teeth, as well as 2 very large fangs used to drain blood.
The Feratu operate as one of the lowest social classes in Monstru. This Social Stigma most likely arose from the Feratu diet of monster blood, making them fairly unpopular with other flesh and blood creatures. The AUTHORITY has taken a less kindly view of the Feratu, since they are typically very bright, and most remember the time before the AUTHORITY took over.
Feratu do no mate or replicate like other creatures, nor do they age. New Feratu are sometimes discovered in small catacombs in the Underdeep, or are excavated in the foundations of new construction. These souls are most often recovered by more of their kind, who aid in the restoration from the Raveel state. Player Character Feratu can either be newly Unearthed, or a long-time Awakened One.
Being albino and Bloodless, the Feratu hate the sunlight and all have the Fault of Dayblight.
Diet: The lifeblood of mortal creatures.
Lifespan: Until destroyed. Most are quite ancient.
Size: 7-8 feet tall.
Racial Skills: Feratu Politics Knowledge (Mind), Feratu Fast Talk (Spirit), Bite (Body)
Free Skill: Speak Monston (Spirit)
Racial Gift: Ageless
Racial Faults: Dayblight, Racial Stigma
Most Feratu:
- Are considered vermin or second-class citizens by both the general population and the Authority
- Live in the dank city of Skullopolis
- Are completely albino and look pretty much the same to non-Feratu
- Live for centuries
- Are excellent merchants
- Like the taste of wine, but not whiskey
- Remember what times were like before the Authority
- Sell used junk on the edges of culture
- Often fight over which Feratu is in charge of all the others, as princess or president.
- Make good businessmen
- Prey on living, drinking their fluids for health (goblin, Troll, Daemon, Krampus, Peerless)
- Drink bottled poisons when blood isn't available (Blood doesn't bottle so well)
- Can use both their teeth and claws as dangerous weapons
- Like to wear fancy business suits
Some Feratu:
- Befriend the living
- Manage to get their Driver's License
- Are filthy rich
- Are feral creatures, incapable of doing much more than drinking life
- Like working in teams
Famed Feratu:
Sheets – the serial killer. Is thought to have murdered over 200 Trolla. Last seen outside of a Trolla truck stop just outside of Glimmer.
Max "Maximum Discount" Morlok – used steamcar salesmen. 7th richest monster in Monstru, owns over 50 car lots. Wheeler dealer extraordinaire.
Furnace goblins
Goblins are a race of diminutive folk who tend to the coal fired machinery of this modern age. They are non-citizens, so much so that their name isn't worth of capitalization. Being a slave-race, they are rarely acknowledged or even talked about. Folks just don't think about them. All goblins, even those that have never worked in an engine room, are known as "Furnace goblins."
There are six kinds of goblins in Monstru, and none of them seem to find any form of respect by monster or beast.
Generally, most folks are completely unaware that the goblins even exist. (Some say that they don't even deserve a capital "G", let alone a write-up in the annuals of history.)
- Furnace goblins – Bred for their intellect and fear of larger creatures, the furnace goblin occupies the mechanical gearboxes and furnaces of 500 million monster motorcars. Surely, the most common goblin breed by any count, they are a hard-working folk.
- Postal goblins – Chosen for their intelligence and direction sense, these goblins are trusted to deliver MONSTRU's mail and packages. Some are even utilized by the Spy Scouts to watch for CREATU saboteurs and other UnPatriots.
- Sewer gobs – Stinky, white-skinned goblins that repair and maintain the vast under-Monstru sewer system. They have a great understanding of the Underdeep, and those that escape the Authority often work as lantern bearers and guides for deep walkers.
- Sixers – The Authority relies on a undocumented (huge) number of goblins for the nation's infrastructure. They are utilized by the Ministry Six, which is responsible for all manner of communications and data aggregation. Sixer goblins act as operators of technical communication systems, and are typically put to death after 6 years of service.
- Rakers – The Rakers are used on the battlefront between Monstru and Creatu, raking the ground in search for mines. Sometimes Sixers become Rakers.
- Red goblins – the only goblin race that hasn't been tamed or bound into slavery, the red goblins are crafty, dangerous, and luckily, few in numbers. They are known cannibals (of furnace goblins) and are famous for their unlegal and secret Red Goblin Circus.
Diet: Jolly Beans nutritional pellets, candy, jerky, soup, beans and rice.
Lifespan: About 200 years, normally.
Size: Most stand about 3 feet tall. Goblins have a -2 Scale.
Racial Skill: Speak Gombit (Spirit)
Free Skill: Speak Monston (Spirit)
Racial Gift: ?
Racial Fault: -2 Scale
Most goblins:
- Are property
- Are considered engine accessories
- Eat commercial food pellets
- Have an innate ability to repair steamcars
- Wear metal slave collars
- Never see the light of day
- Die of black-lung at a young age
- Think that goblins deserve their wide-spread slave-hood
- Shovel coal and maintain engines
Some goblins:
- Escape from their life as slaves
- Join the Red Goblin Circus
- Live as roadside bandits
- Want something more from life
- Are clever little devils
Famed goblins:
Gilik the White – Albino thief. Gilik is believed to be so skilled that he can steal an engine from a running steamcar without anyone noticing.
Whiskey – drunkard. Whiskey is famous (among goblins) for his ability to drink an immense volume of Muzz… and still survive.
Halloween Golem
Halloween Golems were created about 900 years ago to clear the wilderness that once covered Monstru, allowing a new Golden Age of prosperity to arrive. They chopped down the forests, leveled hills, and assisted farmers in cultivating the land. Within 300 years they were no longer needed, and most were scrapped for parts or converted into Vend-o-mats.
They appear as cylindrical metal men, with large pumpkin heads (to scare away bats) and powerful iron hands. Halloween Golems are usually exceptionally strong, since they were made for endless labor. In many ways, they were made to be glorified tractors for the first settlers of Monstru.
Because of the tragic "Flesh Forest" episode, where a town was slaughtered by eight malfunctioning Halloween Golems, they are less trusted by most folks and none occupy any positions of power in the Authority. Today, these odd Mechans are seldom seen.
Initially they were called "Harvest Golems", but the name slipped to "Halloween Golems" after the accident.
Diet: Daily wood chips (or charcoal) for their boiler.
Lifespan: Up to 500 years, with regular maintenance. The first ones were well-built.
Size: 5-7 feet tall.
Racial Skill: Sanity Hinge (Mind)
Free Skill: Speak Monston (Spirit)
Racial Gift: Hard Labor
Racial Fault: ?
Most Halloween Golems
- Have been fitted with a "Sanity Hinge" that prevents violence
- Favor axes
- Are not terribly bright
- Have been converted into Vend-o-mats
- Are physically powerful
- Know how to pull a plow, repair a fence, or harvest a field
- Have little knowledge of current affairs and are stuck in the past
- Like clean fields more than swamps
Some Halloween Golems
- Are sane and reasonable
- Resent their low social strata
- Wander Monstru as hobos
- Have an acetone addiction
Famous Halloween Golems:
Number 8 – "The missing." The first 8 Halloween Golems were ordered to be destroyed (because of the Flesh Forest) but Number 8 somehow escaped. He was never fitted with a sanity hinge, and is said to be a roving killer of Daemons.
Chugg – the mechanic. Chugg is really good at repairing very old, simple machines. (None of this modern junk.) This old wizard has an antique tool set that rivals any collection. Said to live somewhere in Hinge Province.
The Haunts are semi-corporal creatures caught somewhere between the last world, Monstru, and the next. Most were created in the cataclysmic and unnatural explosion of the Pathos Bomb, during the Mighty War (1200 odd years ago).
They appear as large, billowy creatures, with gaping mouths, tiny wings, and sad eyes. They can have hands when they need to, which can also become dangerous claws. Most are white, though some very old ones are grey. They tend to grow slightly over the centuries, so that the eldest ones are the largest.
The great majority of Haunts are unsane and fairly satisfied pestering Proles, or floating inside of clouds. Most are able to affect the physical world through effort, not unlike how normal folk lift, carry, or break things.
Diet: Screams and scares.
Lifespan: Until dispelled.
Size: 3-8 feet tall, depending on the race the Haunt was before it died.
Racial Skill:
Free Skill: Speak Monston (Spirit)
Racial Gift: Haunter
Racial Fault: Insubstancial
Most Haunts:
- Are little interested in the workings of the current world.
- Hate steampunk technology.
- Think that Monstru was better a long time ago.
- Don't understand the Authority, or know what it is.
- Have old fashioned belief systems.
- Speak an ancient dialect of the Barondook language.
- Used to be manlings.
- Hate the Automats; they remind them of war machines.
- Are lonely.
Some Haunts:
- Get along with the living.
- Are still quite sane.
- Remember much of the old world.
- Are made to be slaves in Skytrooper's dirigibles.
- Wish that they'd fully die.
- Are still able to make friends.
- Have something left to prove.
Born of the hills of Trusk Province, the Krampus are a free wheeling Fey race that celebrates emotion over logic, and they've been paying for it ever since they were discovered. Krampus are quick to laugh, fast to rage, and believe that they key to happiness is celebration.
Standing about as tall as a manling, Krampus are covered in black shaggy fur and their heads are topped with a pair of powerful goat horns.
Diet: Apple Cider, festival food, laughter, dancing
Lifespan: Up to 333 years
Size: 5-6 feet tall
Racial Skills: (Pick one) Kramptelling, Nightvision, Lick Your Wounds
Free Skill: Speak Monston (Spirit)
Racial Gift: Terrifying
Racial Fault: Terrifying
Most Krampus
- Love festivals, parties and celebration
- Would rather dance and drink than work a steady job
- Take pride in telling stories or singing songs
- Think that gambling is a personal right
- Love Trusk Province so much that they never leave
- Are considered "savages" by the Authority
- Feel that laws are merely annoying suggestions
- Do not enjoy spending time in the UnderDeep
- Eat fruitcake and drink cider
- Wear the color red
Some Krampus
- Are able to hold down regular work
- Celebrate some obscure holiday most every day
- Refuse to wear proper clothing
- Enjoy the company of diverse races other than Krampus
"Mechan were invented by Lincolnstein in a fever-dream, because he's that kind of a genius."
Mig Nola really invented the Mechan about 900 years ago, when he accidentally created Chadworth Machine in his tinkering. Chadworth was shown to the world at the Monstonia Steam Science Fair and soon after, Mechans were put into factory production due to public demand.
They were designed to make a monster's life easier, primarily as butlers and servants. At this time Monstonia had an open-dialog with diplomats from other countries, and so the Mechan were programmed to speak every known language of the Age.
Eventually, as their monster-masters died the Mechan became free, and when the AUTHORITY took over, they allowed them full-citizen status. (Due in no small part to their similar mechanical natures.)
Mechan were built to reflect the Manling form (to remind the monsters of their victory over Barondook), and the Nola Company factory churned them out for almost 300 years before halting production. (Poor sales.)
Dirk Circus is a classic Mechan, and his iconic head design ("Buddy Butler") accounts for about ½ of the Mechans out there.
Diet: Hydraulic Tea
Lifespan: Around 250 years before they fall apart.
Size: 4-7 feet tall.
Racial Skill: Language Processor (Mind)
Free Skill: Speak Monston (Spirit)
Racial Gift: ?
Racial Fault: ?
All Mechan:
- Are powered by a haunted GhostSkull. (Though most of the skulls are hidden beneath a metallic humanoid face.)
- Share some operational technology with CrowBots.
Most Mechan:
- Have fallen apart since they were first created.
- Are respected a bit more than Monsters by the Authority.
- Are able to do one task well. (Usually cleaning)
- Spend less time thinking, and more time doing.
- Have a personality unique from their GhostSkull.
- Make regular trips to the junkyard to find replacement parts.
Some Mechan:
- Are overwhelmed by their GhostSkulls, and act as an unsane/haunted being.
- Believe that they're better than Monsters. (Mechaniacs)
- Have bull heads and are made for menial labor (Minot model variation)
- Are best friends with beasts
- Work for the Authority as mechanics, drivers, assistants, and slave-minders.
- Are as tough as nails
Famous Mechan:
Dirk Circus
Patchwork Wonder
Patchworks are oddities of the new art of Electromajik, combining the "best" of Science and Majik to create and animate new "thing-life". Patchworks can be made of of flesh and blood parts, Automat pieces, as well as inanimate objects. One could have hand carved wooden arms and legs, the torso of a zombie, and a metal skull for a head. Others might be entirely created out of carved pine or stitched flesh.
Invented by Teslan the Keen, they were intended to be simple puppets to amuse Abraham Lincolnstein, but soon they were harnessed to be laborers and servants. A few have even managed to create lives of freedom for themselves, though this is still a novelty.
Because of their newness, and their relatively short lifespans, Patchworks seek to get the most out of life as possible. They look at every day as an opportunity to experience something exciting, new, or even dangerous.
Diet: Daily electromajik shocks.
Lifespan: 10-12 years, normally though regular maintenance could extend life much longer.
Size: 4-8 feet tall.
Racial Skill: Patch-up (Mind)
Free Skill: Speak Monston (Spirit)
Racial Gift: ?
Racial Fault: Pyrophobic
Most Patchworks:
- Were made for some specific task, such as Butlery, mining, or street sweeping
- Have a rather shallow understanding of culture, being a race that is less than a decade old
- Are socially inexperienced, much like children
- Are registered with the Authority, and require a permit to exist
- Have some innate fault to their being or construction; few are perfect
- Are held together with wires, string, chain and Majik
- Admire Teslan the Keen, and revere him as the greatest figure in all of Monstru
- Can see in black and white only
- Are ill-trusted by the Automats
- Live less than a decade before they fall apart
Some Patchworks
- Just want to fit in
- Are very interested in the cultures of the other monsters
- Ask a lot of questions
- Feel like foreigners in this world
- Can consume food and drink, but yet taste nothing
- Hate fire more than anything else
- Have confidence and know what they want from life
Famous Patchwork Wonders:
Kellogg Threadbosh – This artist (PROPERTY OF THE AUTHORITY) is well-known for his amazing hand-sewn tapestries depicting the "Birth of Lincolnstein" and the "Rise of the Authority." He is a national treasure and can be seen (on display) working on his next piece in Lincoln City.
Peerless are the most unique and individual "creatures" in all of Monstru. They are "without peer" and are not members of any known race or creed. They are, by definition, totally unique and individual – and exceedingly rare.
Because of their uniqueness, the circumstances of their creation is dependant on the individual Peerless. KlawBerry was born of the sea. Chadworth Machine was harvested as a ghost-skull from a battlefield and then forged into a mechanical man. Your character might be a treeman that was struck by lightening, a little monster boy born in a firestorm, or a mutated swampman discovered in one of the vast sewers of Monstru.
Peerless are not an opportunity to create a "super character"; rather they allow Players and GMs a chance to be creative. A Peerless character may be played with the approval of the GM.
Diet: Varies.
Lifespan: Varies.
Size: Varies.
Racial Skill: Varies
Free Skill: Speak Monston (Spirit)
Racial Gift: Based on form
Racial Fault: Based on form
Not even the oldest of the Skinwalkers know the origin of their shape-changing race. Some suspect an infernal pack with the a greater daemon, while others whisper that one wolf man was bitten by a savage Manling after the Great Rift opened.
Skinwalkers are exceedingly rare and keep to themselves. The Authority does their best to discredit and in some cases hunt the Skinwalkers, as they are one of the few races that remember the time before the Authority (There was no time before the Authority.)
While in their main wolf-man form, they known for their ferocity and rage, but when their simple mind overworks, they go though a physical change into a smaller, non-hairy Manling with quadruple the brain power. During the Mighty War, Monstonia used Skinwalkers as spies to learn state secrets from Barondook.
Skinwalker Special Rules:
If the Skinwalker becomes enraged while in Manling form, she turns back to her original state.
While in their main wolf-man form, Skinwalkers cannot use Mind skills.
Diet: Meat or anything meat-like.
Lifespan: 1000-3000 years
Size: 7-9 feet tall.
Racial Skills: Shape Change (Body), Track Scent (Spirit) – You can track and decipher scents in an usually overbearing chaos of smells.
Free Skill: Speak Monston (Spirit)
Racial Gift: ?
Racial Fault: Rageshift
Most Skinwalkers:
- Live in traveling bands of merchants that set up outside of major cities.
- Have mixed feelings about their Manling alter ego.
- Dislike any joke or insult about their Manling self.
- Shed like crazy
- Didn't do well in school due to Rage issues.
- Don't drive.
- Have a no refund or return policy on the products they sell.
- Are hunted by the Authority for their furs.
Some Skinwalkers
- Sell knock-off and broken products at the market.
- Still work as spies.
- Have little patience.
- Like to bully smaller beasts.
- Tell strange stories.
Famous Skinwalkers:
Johnny Elodoth- A famous Monstonia spy from the Mighty War. Rumor has it with out him, Abraham Lincolnstein would never have gotten into power.
Thomas Cupburn – A sleazy merchant that controls a ring of Skinwalker merchants. Tommy often works with the Mob to make sure that he gets the best selection of unlegal wares.
Trolla are an ancient race of hulking, bestial creatures who come from the rugged mountain lands. They are known for their bloodthirsty rage, and they have a tradition of eating other monsterfolk.
Trolla have large tusks, with huge clawed hands, big feet, and formidable strength. Mature trolls have a pair of horns that extend from either side of their shaggy heads, usually shiny black or brown in coloration. They usually wear little clothes besides leather straps, gloves, belts, and boots. The are the largest of the "civilized" monsterfolk.
Diet: Meat and jerky and more meat and meat drinks and doomshine
Lifespan: 60-90 years.
Size: 8-10 feet tall. Trolla have a +1 size modifier to their Scale.
Racial Skill: Blight Belch (Body)
Free Skill: Speak Monston (Spirit)
Racial Gift: +1 Scale
Racial Fault: ?
Most Trolla:
- Live in Trolla steamcar caravans pulled by huge tractors
- Sell scrap metal
- Eat only street-meat or canned meat product
- Value battle skill and toughness above social politeness
- Never leave their extended familial clans
- Love music, especial the caustic Troll Jazz.
- Are free spirits, children of the wild
- Never get their Drivers License, and are not acknowledged by the AUTHORITY.
Some Trolla:
- Leave their clans
- Learn some trade or skill, such as mechanics or cartography
- Become bounty hunters or body guards
- Can engage in a berserk fury called "wonderkill"
- Fight with hammers instead of bare fists.
Famed Trolla:
Brikka "Banjo" – Traveling musician. Is the most famed throat-singing Troll Jazz artist around. His baritone howls can be heard for miles and echo for weeks at a time.
Huk – Carnie fist fighter. Has traveled through most of Monstru and has never been defeated in the ring. His fists are wrapped in chains and secured with iron locks.
Vendomats, or vendor-mechan, resemble shambling vending machines with smiling pumpkin heads and tin top hats.
Converted from old-time Halloween Golems, the Vendomats were retrofitted as vending machines decades ago, send out to earn money for greedy State corporations. They've been known to vend Muzz, radio tubes, poison, spanners, gloves, maps, oilbrew, or wands, and most did their job with gusto. At least at first. Today, they're largely ignored, as the Great Recession has put a damper on most monster's disposable income.
Diet: Wood chips and charcoal for the inner-boiler engine (Sawdust Chews®)
Lifespan: Up to 500 years, with regular maintenance.
Size: 5-7 feet tall.
Racial Skill: Advertise (Spirit)
Free Skill: Speak Monston (Spirit)
Racial Gift: ?
Racial Fault: ?
Most Vendomats:
- Are good speakers, able to hawk their product with endless enthusiasm
- Have plenty of room to carry equipment – by sacrificing deep stock of their vended product
- Are licensed, and are programmed to serve a distinct region or a specific highway
- Answer to a Company Distributor, who fills the Vendomat from time to time, and collects CrowBucks
- Spend their lives alone, walking on the shoulder of roads and highways – for decades
- See enough adventure on the road that they seek conservative lives
- Are fitted with explosives so that most folks are smart enough not to try to rob them
Some Vendomats
- Have been long forgotten by their company owners
- Get lost, and have no idea where they are
- Become smugglers, and work for the Factory Resistance moving contraband
- Work for themselves, attempting to amass a fortune of their own
- End up as burnt out shells on the side of the road
Famed Vendomats
Kir 2252 – Kir 2252 broke the regional Muzz sales record 212 months in a row, before he was tragically hit by a drunk driver and exploded. A plaque was placed on the road-side in his honor.
A Rotter isn't so much a race, as it an infected creature. Any Monster Race (except Patchworks) are liable to contract the virus from the bite of a rotter, which is a painfully slow disease that gradually converts it's host into a brainless, undead lunatic.
To date, there is no reliable cure for rotterism.
RotCorp was attempting to create a perfume that had the added benefit of killing flies and other pesky insects. This actually worked, but it also killed the wearer and turned the corpse into an undead, flesh-starved, brainless monster. As the zombies bit other folks, the perfume-virus spread, creating legions of these rotters.
Zombie Gone® is now one of RotCorp's most popular products, and it's Authority Approved!
Diet: Brains and monster-flesh
Lifespan: Until destroyed. (Headshot)
Size: 3-8 feet tall; same as zombie's original race.
Racial Skill: Rotter Bite (Body)
Free Skill: Speak Monston (Spirit)
Racial Gift: ?
Racial Fault: ?
Most Rotters
- Smell really nice. (Like a springtime breeze.)
- Shamble about slowly, and are not too difficult to outrun.
- Travel in Legions of 10-500 zombies.
- Wander the streets and Hellways looking for fresh flesh to eat!
- Survive until they are torched by a Zombie Control Patrol.
- Brains matter most when looking for a mate.
- Live to do nothing more than tear fleshies into little bite-sized pieces.
- Don't remember anything about their previous lives.
- Hate the smell of Zombie Gone®, and will sometimes cause them to explode.
- Are pretty happy, and always hungry.
Some Zombies
- Hang onto their minds and dignity for months before they fully "convert."
- Live with their Crew until they're no longer helpful.
- Turn red and are extremely fast and freaky! (Red Runners)
All Zombies
- Eventually forget their past lives and identity.
Rotter Details
Rotters never get wound penalties, giving them a relentless ability to resist the effects of damage.
Rotters also heal by consuming the flesh of living things, be it animals or other monsters. I wouldn't let anyone see you eat other monsters though.
Rotter Decomposition Scale:
Every month a monster that has become aRotter loses more of his self and drifts closer to becoming a mindless dead-head. While a zombie does get stronger, if any potential ever drops below a Poor level, the Rotter becomes a brainless and loses all cognitive ability.
1 Month
-1 Spirit +1 Body
2 Months
-1 Mind
3 Months
-1 Spirit +1 Body
4 Months
-2 Mind
5 Months
-1 Mind and -2 Spirit. +1 Body
Famed Zombies
Mig Nola – The infamous inventor (and Factory Rebellion leader) was turned into a zombie to temporarily stave off death, when he was stomped by a CrowBot. It is rumored that Nola invented some secret way to slow down the virus, though this has never been confirmed. Nola was recently burned-up in an electro-majik experiment.
Kakal – This fast-moving Zombie is believed to be the first of the Red Runner strain, and is probably behind the recent outbreak of the redlings. Several reports indicate that Kakal is somehow impervious to fire and especially clever for a zombie.


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