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A fresh and inspiring take on the d20 system with many practical new mechanics (as well as a few which could be dispensed with). The introduction of drama dice as both a reward system and a multifunctional means of boosting rolls is especially appealing. I was also pleased to find the openness of the system allows for much customisation to suit particular sub-genres and settings. My only criticism is that I feel some of the low-level class features are a bit gratuitous although I have not experienced all of them in play yet and so they might be more balanced then first seem.
Fantasy Craft, Second Printing (Crafty Games)
402 page PDF
The good:
I really enjoyed the point-buy system for creating NPC/Monster challenges for the party to face. I've never seen anything like it before.
The bad:
Unfortunately, the bad outweighs the good. Organizationally, this book is a hot mess. I read the character creation chapter twice, and I am still not sure I understand it. (I have been gaming for 30 years) Most of the book just seems needlessly complex to me.
After reading the dozen-plus glowing reviews on this website, I was expecting this to be the best book in the history of gaming. (I guess disappointment was inevitable)
The bottom line:
If you are looking for a ready-made campaign, this isn't your game. It's more of a toolbox that lets you create the fantasy of your choosing. Be prepared to do a LOT of work preparing and planning the campaign before play begins.
While there are certainly some rough edges, and the lack of a consistent release schedule is nothing short of infuriating, this is still the best thing to happen to RPGs in the last 20 years.
I must say after reading and playing it, it turned out to be a great system. The character creation options are so awesome that you could play 10 fighters and none of them would be the same. I loved the way treasure is handled it is very cool and makes for a much more satisfying game from a player's perspective. I have not played a mage yet but it is intriguing the way it is set up and I am very excited to try a cleric.
I love the way knowledge checks are done. It makes perfect sense. Action dice a great too. NPC creation is easy and everything scales nicely. My most recent game my 4th level party was able to face off with a Lich, the cool thing is that the Lich will be back in a few levels and he will scale perfectly for the adventure he will reappear in.
All said, this is another great game system by Crafty games. Keep up the good work.
Fantasy Craft is basically what was missing from the d20 system for each and every player or GM who wanted a little bit more ... crunch, fun, dynamism, or even storytelling options. It's a package of all that and a little bit more on the top of it. The rules are brilliantly well written, making this 400-pages generic fantasy rulebook something even more huge than it appears. This is a system for any fantasy game, whether you like combat a lot and want to use minis in order to play full tactic battles, or whether you prefer investigation-centered intrigues where social assets and clever use of one's resources is the key, or anything in-between. There are rules for many things, though not to the point that it slows the pace of the game down. However, since the writing is clever and concise, reading the rules more than once before play might be necessary. It's worth it, though, because you can really use this system to play anything, once you're familiar with it. And I really mean ANYTHING, without much things to adjust, thanks to the very modular nature of most options, particularly campaign qualities. Just remember this is a game for people who like well-oiled mechanics. It does not mean it is just for combat freaks. There are rules for smart storytelling as well and some aspects of the game focus solely on social play and intrigue. It's just that there ARE rules indeed, for all those things. It's not left up to the GM every two pages. Of course the GM has the final word, but he is thoroughly guided through the whole book. Similarly, creating a PC for Fantasy Craft may take you at least one hour, but that's only because you have so many opportunities to build JUST the character you had in mind ... well, you want to explore them all! It's thorough, and it requires a little bit dedication at first. But the pleasure during game is only better. All in all, Fantasy Craft is honestly the best fantasy RPG I have ever read.
Book is well laid out and easy to find what you are looking for. Rules are base upon Crafty Games MasterCraft ruleset, which uses the D20 OGL. Saying that FantasyCraft is yet another D20 fantasy game does not do the MasterCraft ruleset justice. Crafty has taken D20 to a new level.
Character classes and races offer a rich environment for players to enjoy. Gameplay is straight forward and easy for new players to understand.
This is d20 at its most flexible best.
Fantasy Craft solves my biggest problem with its parent fantasy game. With the use of a simple table, GMs can now put their PC's up against any creature, any time, at any level.
In addition, NPCs are a breeze to make by simply going over a section in the book.
The toolkit concepts begun in Spycraft suit high fantasy well. There is simply no better way to run a home brewed fantasy campaign using d20!
Honed by years of experience with the D20 ruleset, Fantasy Craft opens with the clear premise: this is YOUR game, and the rules are but the toolset to enable you to run it how you like. That said, the Introduction continues with the usual information about what role-playing is, definitions of players, characters, the game master and the like... but throughout the point is continually stressed that you will be choosing the precise nature of the world in which your game will run, from a range of time periods to the relative levels of technology and magic.
Chapter 1: Hero deals with character creation and again stresses that this is the mere mechanics of generating the numbers necessary to operate the rules, and that it is the choices that you make about what motivates your character, how he behaves and what interests him that is the true core of the charcter that you will play. Following the process is simple and clear, with the emphasis on choosing a concept and even your character's physical description before putting numbers to the attributes. There's a neat 2-word 'Origin' system which not only lets you encapsulate something of what your character brings to the game but also provides small benefits, edges that help personalise your character. Remembering that you are not creating a character in isolation, there are reminders to check with the GM and other players so that characters mould into a coherent party and fit in with the world presented by the GM. Continuing the theme of characters by design, a point-buy system is used for attributes (Strength, Dexterity, etc) before you settle down to choose Species, Class and everything else you need.
There are twelve Species to choose from, with some optional subspecies as well. Most are familiar, although there are also Drakes (dragon-kin with scales and wings), Rootwalkers (animate trees) and Saurians (reptilian humanoids) for variety; as well as the Unborn, who are constructed by either magic or technology and have somehow developed self-awareness and free will. Your Origin is a combination of your Species and a Speciality - human characters also have a Talent which confers extra benefits. Next you pick a Career Level - most games begin at the first level, but something else may be preferred - and a Class. There are three types of class - a general Base Class available at the first career level, more specialised Expert Classes which become available for 5th-level characters and a Master Class (available from 10th-level) which represents a high but narrow level of expertise. Of course, you can remain a generalist within your Base Class if preferred.
The Classes cover a range of areas of expertise, and each comes with some suggestions as to the different character concepts that they might suit and the sort of role they might fulfil within a party of adventurers. This last is much looser and less prescriptive than the equivalent in Dungeons & Dragons 4e. There are some quite distinctive classes here, so if you fancy being a Captain (seafarer, that is) or an Assassin, a Courtier or an Explorer instead of the common fantasy fare of fighter, cleric and wizard, here's your chance. Several Expert Classes are given as well. Next, you select Interests for your character. These come in three types: Alignment, Languages and Studies. Alignment can be anything from belief in a specific deity to a moral stance or philosophical outlook. Language enables you to speak different tongues, and Studies are wide-ranging, enabling you to have knowledge about something not covered elsewhere in the rules. So you might know a lot of folk tales, or recognise the heraldic bearings of local lords... You start with your native language, one Study based on the area you come from and two additional Interests of your choice; with the chance to gain extra ones as you rise in level.
Chapter 2: Lore discusses action dice, skills and feats. Action dice are used to tip the scales of fate in your character's favour in various mechanical ways, while skills and feats follow the pattern familiar to an experienced D20 player: enabling your character to do or know things better than those lacking the skill or feat in question. From the role-playing point of view they serve to individualise the character, defining him in terms of the areas in which he is knowlegeable or talented, and specific tricks he is able to pull off in combat or general endevour. The skills are well-presented with a wealth of examples, and there is an interesting concept of 'downtime' (non-adventuring time, basically what your characters are doing when you are not playing them) in which characters can learn new skills, improve the ones they already have, or earn a living by plying their skills for pay. If you fancy playing one of the sub-species mentioned earlier, you will have to use a feat to do so... but will get some benefits due to the sub-species you've chosen. These, naturally, have to be taken at 1st level.
Next, Chapter 3: Grimoire looks at that all-important element of a fantasy world, magic. Arcane and divine spellcasters are powerful yet fragile, able to wield great power and capable of spectacular failures as well. Spells are learned by the arcane casters as he gains appropriate levels, and are cast by the expenditure of spell points, the success (or otherwise) being determined by die roll. Divine spellcasters do not use points, but are more limited in what they can do within a single scene. True to the ultra-customisable vision of this game, you can choose to allow only arcane spellcasting, just divine casting, or both, depending on the campaign qualities you select (of which more later). To allow for the development of unique individual spell casters, arcane magic comes in Schools and Disciplines. The School represents the mage's philosophical approach to his art, while the Disciplines within each School collect together spells of a particular nature and effect. Once you have chosen your specialty, you can either choose a number of spells appropriate to your caster level or roll randomly. You can (particularly if you use the random method) know a spell that you are not yet capable of casting. The rest of the chapter is filled with a vast array of spells to get you started. (Minor niggle: the page heading shows incorrectly as 'Chapter 2: Lore' throughout the pages of Chapter 3 - don't get confused!)
Once a character is created, and - if he will use them - his spells selected, we come to Chapter 4: Forge, which contains all the information needed to equip, clothe and arm him. But there's a whole lot more than a mere shopping list here. Characters can save their cash or live a flamboyant lifestyle, build (or lose) a reputation, and generally create the legacy that any true hero can expect to leave behind him. The core of this is Coin and Lifestyle - rules to govern what money the character has and how he makes use of it. Coin's fairly straightforward, but Lifestyle covers both the way in which you choose to live and how good you are at looking after your wealth. If it is equipment you are after, comprehensive lists of just about everything the well-equipped adventurer might want. As well as how much it costs and any relevant game statistics, there's information on which eras it occurs in, how easy it is to obtain... and how easily it gets damaged. Magic items and those which, like potions, mimic spell effects are also to be found here. Services - even such vital ones for the average adventurer as taking a bath! - are also listed, so whatever your needs are, they can be met. An interesting feature is that each brings some small benefit quantified within the rules, so that much needed bath not only cleans our hero (and reduces the smell) but gives him a +1 Appearance bonus for the next scene.
Next comes some interesting rules to cover a character's reputation, a mechanistic way of measuring his Renown as his adventuring career progresses. It's not just social standing and status - or even how often bards sing about your exploits - there are titles and prizes and all manner of goodies to be acquired. Possibly the most useful things are Favours, one-time benefits which can be called upon at need by spending Reputation points when you ask for something to be done that's to your advantage. A lot of examples and their cost in Reputation points are provided, anything from getting a rival locked up without benefit of trial to being invited to a coronation! (Oddly, it's harder to watch the coronation...) From the role-playing angle, the character ought to know who can provide the Favour he's after, and actually play out the going and asking. This leads naturally on to the concept of Contacts, NPCs known to one or more of the characters, who tend to be well-disposed towards them and inclined to help them out as necessary. They help you more as you devote more Reputation points to building their Trust... but you can only spend points on a given contact after an episode in which you have had contact with him. Likewise, systems are provided to cover Holdings (the property that the characters might acquire, from a shack or room at an inn to a whole palace), assorted retainers and even magic items. A bit mechanical, perhaps, but good for preserving balance particularly if you find it difficult to resist being generous with rewards or are particularly stingy in what you hand out. You can be both fair and be seen to be fair by your players if you base rewards on these systems. There is a lot of detail on magic items - not just their acquisition and use, but manufacture and more. There are also 'artifacts' - one-off items with specific and often plot-driving powers. By using lists of powers, a very comprehensive and robust design system is provided, along with sample items to use or suggest ideas for your own designs.
Chapter 5: Combat deals with every aspect of brawling within the game mechanics. It's designed with an eye to the cinematic, epic combat that will be talked about long afterwards, yet streamlined to make it an enjoyable experience rather than one long die-rolling and rule-consulting exercise. Explanations are clear and logical, starting with the need to know where all participants are when a brawl begins, as well as knowing what they are holding and whether they know there's someone looking for a fight nearby. Thereafter action is fast and furious, operating in rounds with participants taking their turn according to their initiative and with a comprehensive list of standard options plus whatever comes from skills, feats, etc., that they have to choose from for the one 'full action' or two 'half actions' that they can take per round. After a review of how damage works and the various adverse conditions that can affect a character as a result, the discussion moves on to healing.
Next comes Chapter 6: Foes, which discusses the opposition both sentient and otherwise that characters will face in the course of their adventures. Here the emphasis is on how they are created, as well as conversion rules to enable any person or creature from another D20 or OGL book can be fine-tuned to work with Fantasy Craft. Sample ones are provided in a Rogues Gallery and a Bestiary later in the book. The construction sequence is very clear, and leads to the design of balanced and robust foes of all sorts to meet the needs of the adventure. There are further notes about making your foes come to life in your alternate reality, devising an ecology for each monster and knowing what the NPCs get up to when not interacting with the characters. The chapter ends with the promised Rogues Gallery, some 'Rogue' templates to aid in the creation of your own NPCs, a random name generation system for them, and finally the Bestiary, monster templates and OGL conversion notes.
Chapter 7: Worlds looks at the creation of the alternate reality in which your game will be set. Experienced groups may be capable of creating a fantasy setting almost as they go along, starting with the immediate area in which the action takes place and intuiting the rest, adding detail as necessary... but for those who prefer a more disciplined approach, there's a beautiful Socratic approach to world design based on a series of questions about what you want the place to be like. There are fascinating analyses of matters such as eras - determining the state of advancement your world is at - and beliefs to help you decide the broad strokes of the background. You also need to decide whither magic works in your world, and if so, who can have it and how common it is. Likewise, you can decide just which sentient races and monsters exist... and even if they are as presented in these pages, or subtly different. Then there are the more mundane details, fascinating in developing the richness and diversity of your world: governments, social and trade organisations, religious hierarchies, laws, festivals, common outlooks, rivalries based on species or belief... all in all this chapter is well worth reading whatever fantasy game you play if you want to understand world construction. For those who like to nail things down, you can apply 'Campaign Qualities' to your world to establish what is there and how it functions.
That's not all, once the world exists (even if only in your imagination or - if you're organised - in a notebook), there is the important matter of creating some adventures for your characters to have while exploring the alternate reality you have created for them. There is plenty of good advice about structuring adventures and making them fit the world - always helpful in reinforcing the 'reality' of the alternate reality, making it feel like a real place with which the characters can interact, not merely a backdrop for their exploits. The advice about adventure structure, what needs to be provided, points to consider and ways to improve are masterly and should be of benefit whatever you want to write within any game system, never mind this one.
The other part of the GM's role is actually running the game, and the next part of the chapter goes into detail about a myriad of aspects that need to be considered - from style, presentation and pacing to ensuring that the players are enjoying the game. Again material of benefit to any games master, irrespective of the game he runs. There are also copious notes on how to apply the rules of this game, especially those unique to it and those which specifically fall into the GM's perview. It's all provided to empower the GM to run the game as effectively as possible, taking care of details so that he can concentrate on presenting an enjoyable experience for the players.
Overall, this is a thorough interpretation of the core D20 ruleset, clearly presented and well-balanced throughout with well considered options to enable you to customise your game so that it is precisely the way you want it. The final chapter, considering all aspects of the GM's art from world design to the minutae of effective handling of events at the table is masterly and recommended to anyone wanting to become or improve as a GM.
The folks over at Crafty Games have created an excellent game in Fantasy Craft. It is obvious that the people who designed this game have years of experience in gaming. They have gone from their orginal product of the SpyCraft series and produced what 4th Ed SHOULD'VE been. As someone who has always been an advocate of 3.5, I think Craft Games have made something that is a completely fresh look at the game and keeps at the core system that I know and love. I have only read through this book and have yet to have a chance to play, but everything I've read is just amazing. Definitely a great buy!
The end of the Dungeons and Dragons 3.5 era is a great deal reminiscent of the death of superman comic storyline from a while back. After the great superpower is declared dead, several individuals emerged to declare themselves the new holder of the title. Some of them were just as potent as the predecessor while several failed to live up to the expectations.
Created by the innovative thinkers behind Spycraft, Fantasycraft makes a strong argument for controlling the true title as the next version of Dungeons and Dungeons with a creatively enhanced OGL system that takes D&D in a new direction. Several changes places this system on the same high quality level of other leading 3.5 successors like Pathfinder.
Fantasycraft is a 402 page tome with everything you need to run the system within its pages. It contains player creation rules, dungeon master guidelines and monster templates. Fantasycraft is innovative in a way that does not feel too evasive to the D&D experience. There are many places that feel as if it is overcompensating, however, not so much that it changes the balance of the game.
Instead of inundating the reader with a dozen or so chapters, Fantasycraft takes an unintimidating approach by presenting seven chapters that encompass one concept. The Hero chapter goes over character creation. Even to the veteran D&D player, this process will feel unfamiliar. Fantasycraft takes a different approach to character building, starting with a concept and allowing the concept to influence in the game play of the character. Even the traditional feels diverse Attributes are distributed in a point system, and though a bit too overpowered for most DMS, its easily scalable. Origin involves selecting a species (race), talent (special ability) and specialty (extra feat). There are 11 classes then introduced. Some of which, like the mage, allow for a broad interpretation of the class while some, like the assassin, constrict a more rigid view of the class. Finally players select their interests (alignment, language and miscellaneous endeavors).
The next chapter Lore begins by explaining action points, normally something that repeats from edition to edition, but the idea of having action points confirm criticals is refreshing and eliminates the idiotic confirm critical check that has haunted D&D for decades. It also allows the player to activate critical errors on opponents and heal your character. Rounding out this chapter are skills and feats. Skills have been greatly consolidated and each contains an error and critical success text. Feats are split into a dozen categories for easy reference and to simply various class bonus spells.
The Grimoire Chapter introduces spellcasting which adds more interaction for the spellcaster. Spellpoints have always been a simpler way to handle spells than the current Victorian system. Fantasycrafts spells require that you spend the cost of the spell and roll a spellcraft check to see if you succeed. Many of the spells sound familiar and endure only a slight change from their 3.5 counterparts. The system tries to simplifies matters by having one skill beneficial for the caster check and one check beneficial for the spell DC. Most DMs will want to change this to add flavor to the classes. Though it does make since for simplicities sake.
The Forge Chapter presents all items that can be purchased in the system. The entire purchase system is translated into silver and is pretty normal affair. The slight difference is that players can earn coin and purchase special items based off of the reputation.
The Combat Chapter sticks earlier chapters together like glue. There is a lot here to love. So much so, that most of the review would be filled with the things introduced to make the combat great. Here's a quick run down: Armor as damage reduction, area effect spells that spread out of the spell radius, vitality and wounds done simply, a heal like skill that actually allows players to heal, damage types that add additional flavor and mechanics, a long-term injury chart, simplified mounted combat rules, advanced actions that allow for called shot and parrying etc. The removal of two-weapon fighting and multiple attacks are dealt with by allowing foes to be dealt with easier.
The Foes chapters does more than just display a series of creatures, but shoes how to easily build them based off a point system. Even better, it has a simple conversion chart for converting 3.5 creatures and NPCs.
The last chapter, the World Chapter, should be a throw away chapter, a repeat of things you have previously read in other Dungeon Master Books. However, concepts about how and when to DM fiat and organizing player votes raises it up a notch.
For The Player and The Dungeon Master
Rarely is it hard to pick out just one thing that stands out in the book. In every chapter I found something that induced a "wow" or an "ah". Even if you are not switching to another system, you can take parts of this and it would greatly add to the flavor of a campaign.
The Iron Word
Fantasycraft may just be the most fun you will have role playing this year. And being a big fan and supporter of a couple of the newer systems, that is hard to say. It is very much Dungeons and Dragons with enough changes to justify switching to a new system. If there is a negative it is that this book is for fans of Role Playing games. Though combat feels simpler, initially it can be daunting, as your options are increased a great deal. Players new to the concept of role playing games or hate the math of role playing games will probably want to limit their options. Still, it is well mixed blend of the good of both 2nd edition and 3rd edition with the foreknowledge of the problems in both. Though it does not have the production value of other systems, it more than makes up for it by reinventing the fantasy genre. It contains the new "it" that 4th edition fans like while maintaining the traditional fantasy feel that pathfinder fans enjoy.
When I first cracked open Fantasy Craft, I expected to find a rehash of Dungeons and Dragons in some form or another. I was able to keep up this illusion throughout the opening chapter by telling myself that while the classes were different and there were a few unusual races in the lineup, this was still basically the game that I was already familiar with. The further I read, the more I knew that what Crafty Games had put together was actually something very different than ye ole D&D.
Nestled within its four hundred pages, you will find everything that you need to play the game, including eleven playable races (with a boatload of splinter races), twelve base classes, six expert (prestige) classes, a gallery of NPCs, a bestiary, and all of the rules you will need to start playing the game. Since Fantasy Craft is built on top of the d20 Open Gaming License, the core engine of Fantasy Craft won't be anything new to anyone who has ever played an OGL game. Where Fantasy Craft noticeably departs from the usual mold, though, is the way that it merges concepts that are seen more typically in modern genre games, such as a system for reputation, contacts and allies, looser management of character wealth, and an all around more cinematic approach.
In an era of RPGs where other systems encourage GMs to find a way to say "yes," to their players, banned actions seem a little harsh. This rule makes it difficult or impossible to play a character that goes against its racial stereotypes. For instance, ogres can never attempt to take a diplomatic approach and make influence checks, and dwarves can never learn to swim. I would have preferred to have seen a system that gave them a penalty to skill checks instead of banning the race from making an attempt outright. The player experience could also be improved by giving the player options to effectively buy off the penalties with feats.
Classes of Fantasy Craft *
Core classes include the assassin, burglar, courtier, captain, explorer, keeper, lancer, mage, priest, sage, scout and soldier. Right away, it is evident that these aren't simply reprints of the d20 SRD classes. In fact, the only classes that strongly resemble a 3.5 SRD counterpart are the mage and burglar. Each class also features a "core ability." For instance, the assassin's core ability, "Heartseeker," improves the assassin's base attack bonus when he is attacking what is known as a special character -- basically, this is anything that actually has hit points and isn't part of the masses. These core abilities are only gained from your first level in your first class. This is an effective mechanic that allows Fantasy Craft to provide a nice boon in a class right from level one, without opening it to being abused by acquiring multiple "core abilities," via multi-classing.
Artwork *
Other than the cover art, the rest of the book is completely illustrated in black and white. Nonetheless, the artwork is high quality and compelling with lots of little subtleties to hunt for. (Get a preview of some of the art in this P&PG review: [...]) The bestiary section, however, could have used more art and would have ideally had a visual representation for every monster listed.
The MasterCraft Engine *
Fantasy Craft is the first game to feature Crafty Game's new adaption on the d20 engine called MasterCraft. MasterCraft is described as a lighter, faster, and sleeker version of the Spycraft 2.0 mechanics. Having never looked over the Spycraft game in any detail, I can't really comment on how complicated Spycraft was. What I can say is that the system in Fantasy Craft brings a lot of great innovations to the gaming table by doing away with things that complicated or slowed down play in d20, and simplifying other things that were always confusing to players and GMs alike.
Armor Works Like It Should *
Although this is a subtlety of the system that few might consider to be all that important, one of my gripes with d20 has long been the way the system handles armor. It doesn't make sense that wearing a heavy suit of armor somehow makes a character more difficult to hit. In Fantasy Craft, armor works more like I would expect by providing its wearer with resistance to certain types of damage instead of helping the character avoid damage outright. Instead, the game gives every class a new "defense" score right alongside of the typical saving throws that represents the character's skill at avoiding physical attacks. Perfect!
Vitality recovers very quickly -- pretty much one night's rest will recover all vitality. The game also provides a means for players to heal themselves in and out of combat using action dice. All of this means less down time and less reliance on having a healer in the party.
Streamlined Skills *
The skill list of Fantasy Craft is noticeably slimmed by combining like skills with each other. Each of the skills then has multiple uses. For example, the skill Acrobatics merges three skills found in D&D 3.5 into one for balancing checks, jump, and tumble. By combining them, it is much easier to have a more diverse selection of skills, especially given that Fantasy Craft is very generous with skill points to all classes. The game also completely does away with knowledge skills in favor of a single unified knowledge check.
Abundant Feats *
Fantasy Craft features a long list of feats that players are sure to enjoy. My favorites among these are the weapon feats, which finally give players a reason to choose a weapon for something other than just whatever does the most damage, but these aren't just a bunch of combat feats, either. True to its theme of supporting everything from a very tactically-oriented game to a heavy roleplaying and social game, Fantasy Craft delivers an expansive array of feats for whatever type of character you are trying to build.
While you're perusing the NPC section, you'll also find a rather exceptional NPC Generator for stating out your own cast of NPCs and critters. This system goes way beyond the scant advice typically given in other games and provides a very precise way for building a creature's attributes, special abilities, attacks, defenses, et cetera, and determining exactly what the experience reward for such a creature should be.
Campaign Qualities *
Although this section is a mere five pages or so, it packs a lot of punch. Essentially, campaign qualities are a list of optional rules that the GM can apply to his game depending on the feel he wants for his game. For instance, the "Doomed Heroes" quality makes it far more likely that critical hits will be confirmed against the player characters, whereas the "Iron Heroes" quality makes it much more difficult for characters to die from massive damage. Campaign qualities are one of the things the authors have already mentioned that plan to expand on, so I expect we'll probably see a lot more of these as new products in the Fantasy Craft line are released.
I played Spycraft back when it was in version 1.0 and D&D was at 3.0, so when I heard about 3.5 coming out, I thought I knew what it was going to be like. I expected the sort of adjustments to the rules that I saw in Spycraft, but I was wrong. They decided to make minor adjustments and call it 3.5. Well, Fantasy Craft is exactly what they should have done. The rules, while detailed, are easy to understand. The options for character creation and in development are expansive. My only issue with it so far, is I can't decide what to make first!
If Fantasy Craft were a video game, I'd say there is tons of replay available. You have so many different ways to build a character, and different places you can branch out after creation, and none (or almost none) of them are wrong (or gimped). They all give you different options during play that are useful in different ways. The best way I can describe it to someone who has never played Spycraft would be if you took the ideas of Feats and applied it to everything. You have things that are sort of like feats in character creation, called Talents (human only) and Specialties (all species, including humans), that come from your background (Are you a Strong Human Barbarian, or a Wise Human Cleric?) and these are important aspects, even before you get to your class (So the Wise Human Cleric might be a Priest, or a Keeper, for example, since Cleric isn't a class, it's a Specialty in Fantasy Craft).
If you are on the fence about buying it and you like systems with crunchy bits, then it is a must have. If you liked D&D 3 (or 3.5) then it is a must have. If you liked Spycraft and like fantasy games, then it is a must have. If you prefer really rules lite games, then this probably isn't the game for you. But even then I'd suggest giving it a try, because it really is that awesome.
FantasyCraft is a true epic fantasy game, with streamlined, yet detailed and flexible, combat rules.
At nearly 16,000 possible character combinations, FantasyCraft provides 100x the options for starting characters than D&D 3.5 or 4th edition, due to its Origin system.
FantasyCraft lists 12 distinct non-human species, which is double what D&D 3.5 offered. There is no half-this or half-that, which I find refreshing, as it opens up species which I have not seen readily available to play, such as Drakes.
Humans have 25 talents to choose from, which are one-word adjectives that define who your character is. These really help distinguish starting characters from one another, along with specialties.
In addition, all characters get to choose a specialty for their character. These define your character's role, as much as the class you pick. Each provides an assortment of abilities tailored for that role. Among the lists are each of the D&D 3.5 base classes, as they are so weaksauce that they're only a specialty, and you should go pick a real class.
The classes have a wider variety than D&D 3.5 or 4th edition offers, with each one unique and distinct.
Mages have access to all spells, including healing, which follows almost all fantasy settings not based on D&D. Priests gain abilities based on their path (faith), which can include spells, but not always. A priest can be used to emulate a "witch doctor" quite easily.
The only issue I have with the system is that it encourages most of the non-human Species to follow the iconic roles their species does best.
It is a wonderful book from cover to cover. With being a player's guide, gm's reference, and bestiary all in one, it is well worth having.
FC is the most extensive toolbox for d20 fantasy gaming I know of. There is enough material within these 400 pages to fill 2 player's guides, a dm guide and a monster manual. It also includes a npc generation system that beats everything I have ever seen. I really can't imagine a monster type you can't build with this system. The system is flexible enough to play any fantasy setting I know of, from all the classic D&D settings to 7hsea or Warhammer, just pick what you like.
Classes: 12 of them+Expert and Master classes! This chapter gives you classes that can build nearly any fantasy char you want.
It's more versatile than other systems and classes offer more options.
Origins=Race: 24 different human species talents!! 12 other fantasy races!! Races in FC are stronger than other d20 races. That means a dwarven warrior is something completely different than a human warrior throughout all lvls.
Specialty: resembles the background your char comes from (barbarian, aristocrat, artist, archer…). Among other things it gives you an additional starting feat.
Lots of them! FC feats are all about giving your char tricks and stances. There is no boring feat like "you get a plus 1 bonus". Every feat gives you something special and crunchy. If you'd like to play a classic d20 setting like the Realms or Eberron, these feats will enable you to do so (in my opinion better than the 3.5 system)
The best d20 skill system, I have used so far. Fast and streamlined but also detailed enough to make building weapons and other stuff an interesting part of the game instead of a boring single dice roll
Every skill is mechanically useful; a Halfling cook can buff his teammates with a nice breakfast.
Magic: Spellcasting requires a Spellcasting skill check. Spells cost Spellpoints which are gained by several sources. 0 lvl spells cost no Spellpoints, so casters have an endless pool of cantrips. Saving throws against spells are DC 10 + the caster's charisma
modifier + the caster's number of Spellcasting feats.
My favorite chapter, lots of weapons! While most d20 weapons simply do dmg, different weapon qualities ensure that every weapon has different effects. That means weapons differ al lot more than only by means of dmg and crit range. The damage reduction of armor in combination with different armor piercing values makes weapons and armor much more fun and interesting.
Reputation and Prizes:
In short: players need to spend reputation they earn through completing adventures to be able to buy and create magic weapons. This works also for holdings and contacts (-_ could be a source that sells potions).
Renown is also bought with reputation, and resembles your social status. This is important to call in Favors (combat training, blessings, hirelings…)
Keep in mind that these rules can also be excluded from the game.
If you are familiar with d20 combat, you will easily find your way in this chapter. It focuses more on playability than realism, it's fast and tactical. You can plan ambushes with tactics checks (skill) and teamwork can be improved with feats.
This is a DM chapter, it gives you everything you'd expect from a DM guide, but due to the Mastercraft system, I think the game is better manageable for the dm. (Action Dice, giving Reputation…)
To summarize: I don't think I'll ever play another d20 fantasy system than FantasyCraft!
I really think this book is great!!
As mentioned by others:
An excelent system to create NPCs
FEATs again are escencial.
NOT a hack an slash system (but can be if u want)
3 new very interesting things: Reputation, Lifestyle and action dices!!!
The only thing Im not very "happy" or maybe dont find the correct form is the magic for the mage.
I didnt find any restriction to know spells then a mage healer is posible and with divine assistance...
but I think the rules are so flexible that I can say (as a DM or GM lol) what kind of magic any one can use!!!
Excellent work 5 stars is correct!!!


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Police say Sen. Martha Fuller Clark struck pedestrian with car in Portsmouth
November 02. 2013 1:03AM
PORTSMOUTH - A Maine woman was sent to the hospital after she was struck by a vehicle driven by state Sen. Martha Fuller Clark on Friday night, according to Portsmouth police.
A press release from Portsmouth police said the police and fire departments responded to the accident at 8:39 p.m. at the corner of Maplewood Avenue and Hanover Street.
Police said a silver Audi driven by Clark "went over the curb onto the sidewalk on Maplewood Avenue near that intersection and struck a pedestrian walking on the sidewalk from behind."
The pedestrian, Carla Dow, 67, of Kittery Point, Maine, was transported to the Portsmouth Regional Hospital, police said. Dow was treated and released, a hospital spokesperson said Saturday.
Police said Clark was the only person in the car, and she was not hurt.
Police added, "There were no indicators that Senator Clark was impaired or under the influence of intoxicating substances."

subset: commoncrawl


text:
Vibe Cotton Jogging Pants
- Elastic waistband with internal drawstring
- Ribbed cuffs at hem
- Printed detail
- Two side pockets
- One back pocket
- Sample size: M
Shipment is Free and there are no additional Import Fees to pay upon delivery.
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LUISAVIAROMA.COM ships worldwide using UPS, DHL or FEDEX, but does not deliver to P.O. Boxes.
Shipments destined for countries inside the European Union do not contain an invoice or any other documentation declaring the value of the merchandise.
All shipments destined for countries outside the European Union, as required by Customs regulations, are accompanied by an invoice declaring the value of the merchandise.
If for any reason Clients are not satisfied with an order, the items can be returned for Size/Color Exchange, Store Credit or Partial Refund within 28 days of the order's delivery date.
The Security Tag must still be intact and attached to returned items.


text:
UNH Officials Reaffirm Commitment to Agriculture and Open Space
DURHAM, N.H. – In response to a recent proposal to convert core space on the University of New Hampshire campus from open agricultural lands to retail development that generated broad-based concern on campus, in the surrounding community, and at the state level, the University of New Hampshire's leadership has reaffirmed the institution's commitment to agricultural and environmental teaching and research, and the conservation of open lands. The proposal was one of many put forward as part of a campus master planning process that allows the university to test alternate visions of its future.
That commitment is consistent with a number of recent university initiatives. The College of Life Sciences and Agriculture (COLSA) recently hired several new faculty in the area of sustainable agriculture and ecosystems, and also established the first organic dairy research farm in the country at a land grant university. A new major in Sustainable Agriculture and Food Systems is growing rapidly, and a nationally unique program in Ecogastronomy, which combines courses in agriculture, nutrition and hospitality management, has been very successful.
"The response of the community, both on and off campus, has made it clear once again that the agricultural mission and a strong environmental ethic are core values of the institution," said UNH President Mark Huddleston. "Any planning process is an opportunity to test ideas and search for new approaches. While the process and timing of some of the proposals might have been improved, the value of the process is reaffirmed in the outcome." The master plan will include language specifying that changes to near-campus agricultural fields will be limited to those that sustain, and when possible enhance, the educational, agricultural and aesthetic value of the land.
Provost John Aber highlighted the development and growth of new facilities and academic programs. "Our new agricultural programs and facilities have attracted increased student interest, major federal grants, and significant private support. We see this as a growth area for UNH in response to the rapidly expanding local and sustainable food economies throughout New England, as evident in the growth of farmers' markets, local food-based restaurants and local value-added processing."
Jon Wraith, dean of COLSA and director of the N.H. Agricultural Experiment Station, pointed out the importance of close-in research and teaching facilities to delivering a quality educational experience. "UNH is unique among regional land grant institutions in terms of the amount of agricultural land within walking distance of the core campus. These lands, along with the recently rededicated College Woods area, provide important teaching and research resources in support of student success. We know that these lands are an important asset in student recruitment, as well as state and alumnus pride in the university."
State Commissioner of Agriculture, Markets & Food Lorraine Merrill has welcomed the expanding opportunities for undergraduate and graduate students interested in agriculture and food and agriculture-related fields of study. "Students and alumni tell us that having agricultural teaching and research facilities and the beauty of farmlands and woodlands all within walking distance of campus makes UNH a very special institution. I look forward to seeing how the next revision to the campus master plan update further articulates UNH's commitment to agricultural and environmental teaching and research, and the conservation of the open lands that are a signature feature of this land, sea and space grant university."
Written by Erika Mantz, UNH Media Relations


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Style # 216126
Elastic neckline, figure-accentuating self-tie at the waist and lovely drape make this bebe dress a flirty way to update your spring-to-summer wardrobe. Try yours with flat sandals and a crossbody bag for an instant day look.
- 100% polyester
- Center back to hem: 25" (64 cm)
- Jersey lining
- Dry clean
- Imported
- Model is 5'9" and is wearing a US size S
Strapless Drape Skirt Dress is rated out of 5 by 4.
Rated 4 out of 5 by Tella from Love it Great dress to play up or down. I'm loving it! I wish there was a bebe store closer to me.
Date published: 2013-07-13
Rated 5 out of 5 by Natalie760 from Cute dress! Fits a little loose, but overall a nice color and fits well.
Date published: 2013-07-12
Rated 4 out of 5 by Nuki from Fun And Flirty!!! Great summer addition to my wardrobe. Very comfy dress that can be dressed up with great statement jewelry pieces and hot heels or dressed down with cute wedges or flats.
Date published: 2013-07-09
Rated 5 out of 5 by SimpleBeauty from Super Cute! This dress is just FUN. It's cute, flirty and just gorgeous. Love the color, bright pink. The fit was perfect (got the S, 145lbs 34.27.42). The lining is stretchy and comfortable and the top is soft and flows. Love it.
Date published: 2013-05-17


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Hello, country music lovers. Let's play a game where everyone wins.
If you've listened to the radio lately, you know newish country star Thomas Rhett has been burning it up with his song, "(If I Could Have a) Beer With Jesus."
Now, if you're someone who knows anything about country, you should agree: That song title is pretty awesome. Pretty much all country song titles are awesome. This year, Willie Nelson, Snoop Dogg, Jamey Johnson and Kris Kristofferson got together to record a meta-version of "Roll Me Up and Smoke Me When I Die." The song was nominated for a CMA and is probably one of the best things to happen in the music world this year.
Maybe this decade.
Or ever.
So let's honor all of those redneck poets by thinking of the very, very best country song titles. We've got you started with some, along with the names of the greats who made them famous. We tried to stay away from novelty songs and songs that make people mad, because then we would be here all day. We might be anyway.
And while we're at it:


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h.264 tutorial using RipBot264 (DVD and Blu Ray!)
It's time for a new h.264 guide. We all know that SUPER is not great. I've also become aware that it is now being bundled with a program that can be considered spyware. With this new guide though, there is no need to use SUPER again for S9 or J3 conversion.
The piece of software I'll be using is called RipBot264, which is freely available. Ripbot264 requires the installation of a few other bits, such as up-to-date FFDShow filters and AVISynth. Simply download RipBot264 and unpack it to a handy directory – it does not need installing. When you run it the first time it will tell you what other things it needs you to get. Let's get going.
Temporary Folders
Before we go about adding files, you need to consider hard drive space. Ripbot make a Temp folder which can be large, usually at least as big as the ripped disc. In older versions, RipBot would place this folder in the root of the drive letter with the most free space. BEWARE if you have external hard drives connected, this will take a long time! The new version appears to want to create it in the C: drive every time. Therefore, make sure you have enough space for the ripped disc again. It will speed things up if you can put the rip on a second hard drive.
First off, click the 'Add' button and navigate to the folder of your ripped disc. For a DVD, just select one of the biggest .VOB files. In most cases you can actually select any of the files. For a Blu-Ray rip you will need to navigate to the BDMV/STREAM/ folder and select the biggest .m2ts file. Again, in most cases, clicking any file will do.
If you have selected a Blu-ray .m2ts, you will now see the following box:
You now have a bit of a wait whilst it merges the VOBs or de-muxes the m2ts. Don't worry, this really can take some time.
When it's finished, you'll see this:
We'll look at the following:
When it's ready, click the small "…" box for Profile (1). If it hasn't appeared, click where it should be, sometimes this happens :P You'll need to set this box as follows, delete any text in the box and paste in the commands below.
--profile baseline --level 3.0 --no-cabac --filter 0,0 --ref 1 --no-mixed-refs --bframes 0 --b-adapt 0 --no-weightb --weightp 0 --b-pyramid none --subme 6 --aq-mode 0 --trellis 0 --partitions p8x8,b8x8,i4x4 --no-8x8dct --me hex
Make sure you set a name for your new profile before clicking OK
Next, set the Audio to FHD AAC-LC 128kbps (2)
For the Mode (3) I would use CQ, as 2-pass is excessive for a mobile player. It also takes quite a lot longer. I find that 20-22 are sensible settings for a film. Set to 22, you can expect a ~600MB file for a typical film. Setting to 20 will increase this to 750+MB.
Click the Properties box (4), and in the Size box, select PSP.iPhone 480x272. This is also the place where you need to select any subtitle tracks, if applicable. You may also want to set Crop to Automatic. I do not like to stretch the video in any circumstances so I do not select this, but it's personal preference. Click OK in the bottom right to return to the main screen. If the button is not there, aim for where it should be and it will appear.
Make sure that Normalize (5) is set to 100%, as some films are very quiet!
Finally, set the file type to .MP4 (6) and then click Done!
You'll now be back to the job list, so providing you're happy, click Start!
Last edited by hazza_t10; 02-16-2015 at 03:44 PM.
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Post reserved for any modifications.
I will probably revise the formatting soon!
thanks for your tutorial. working great for me and it's beautiful to watch perfect encoded videos on the j3
Thanks for the feedback dude, I'm pleased it's worked for you
Hi hazza_t10,
great tutorial you make and is the only one is working great on my J3.
Last edited by piranha17; 04-07-2012 at 05:16 PM.
Would love to try this but!!!
Hi there,
Would really love to try this method but just cannot download RIPBOT with any success. I have opened the other programmes you mention but it still won't open.
What am I doing wrong?
thx for the totorial but during the converting progress some program (forgot the name) stopped working and the converting stopped (24% done). Then I have a move that does work but which is only 24% complete...
Super also doesn't work anymore.
This time it did complete but: I can't play the file on my j3; it crashes directly when playing. I've done all things exactly as told..
(Back to Super)
Edit 2:
My converted file (with super) is an avi file and works
The mp4 file doesn't work and mp4 files never worked on my j3
Last edited by sjaakjaak; 07-16-2012 at 04:03 PM.
I signed up just now purely to post that you are fantastic for posting such a good, clear tutorial. Many many thanks to you.
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- Inside Athletics
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CULLOWHEE, N.C. (November 8, 2005) - The East Tennessee volleyball team closed out its regular season schedule on a high note on Tuesday night, picking up a convincing 3-0 win over Western Carolina in Ramsey Center. ETSU posted 30-19, 30-25, and 30-20 wins to earn its first road victory in over a month. The Lady Bucs now stand at 18-13 overall, while the Catamounts drop to 7-22.
Junior Jennifer Sartor (Toronto, Ontario) tallied a match-high 15 kills, swinging .467 for the match with only one error. Fellow junior Crystal Palmer (Chico, Calif.) also had a hot hand on offense, totaling 10 kills for the night. The Lady Bucs pounded the Catamounts, hitting .267 to WCU's .098.
"It's definitely good to get back on track and win on the road, since we will be on the road going into Conference," said head coach Lindsey Devine. "Everyone got to get out on the floor and contribute to the win. It was a great all-around effort, with great execution and mental focus."
The Lady Bucs were also tough on defense, blocking 13.0 Catamount attack attempts. Senior Sara Scandiffio (Purcellville, Va.) led the way with five blocks assists and one solo stop. Sartor tallied four block assists and two on her own, while sophomore Callie Kiselich (Colorado Springs, Colo.) contributed in four assists.
Junior Sarah Buhr (Stockton, Calif.) posted a team-best 14 digs, with Jennifer Emerson (Santa Clara, Calif.) adding 11. Kiselich also added double-digits digs with 10. Emerson handled the ETSU setting with 39 assists.
WCU's Heather Koontz and Meredith Harmon led the WCU offense with nine digs apiece. Ellie Talbot and Kate Willard stepped up on defense for the Catamounts, posting 14 digs each.
The Lady Bucs get some time off before heading into the Atlantic Sun Championships on Nov. 18. ETSU is slated to take on host and number-three seed Belmont, at 1:30 p.m., in Nashville, Tenn. The winner will take on second seeded Jacksonville at 7 p.m.


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November 30, 1932 - April 29, 2013
Warwick, NY
Frank J. Compitello, Sr., of Warwick, passed away on April 29, 2013 at home. He was 80 years old.
Born on November 30, 1932 in Brooklyn, he was the son of the late Frank S. and Rose (Bova) Compitello.
He was married to Concetta (Bellomo) Compitello.
Frank was a Custodian with the Monroe Woodbury School System, Monroe. He was a former employee with Ford Motor Company, Mahwah, NJ.
He is survived by his wife, Concetta Compitello of Warwick; and a son, Frank J. Compitello, Jr. of Warwick.
Private Funeral Services were held under the direction of Lazear-Smith & Vander Plaat Memorial Home, 17 Oakland Ave., Warwick.
For further information or to send an online condolence, see www.lsvpmemorialhome.com


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Special Concert Series
A special component of the UNF Jazz Studies Program is the Great American Jazz Series, which regularly brings in stellar jazz artists as residents. This series, along with other opportunities, has enabled Jazz Ensemble I to perform in concert with more than 100 esteemed artists, such as:
- Herbie Hancock
- The Count Basie Orchestra
- Pat Metheny
- Michael Brecker
- Dave Brubeck
- Dianne Reeves
- Arturo Sandoval
- Jimmy Heath
- Wynton Marsalis
- Branford Marsalis
- Kurt Elling
- Doc Severinsen
To see a full list of artists, click here.
Music enthusiasts and friends will enjoy this colorful and intriguing series that offers a diverse range of music from tango music for flute and guitar to Brahms' clarinet quintet to the russian school of virtuosic piano master pieces. As part of the mission for the Cummer Family Foundation Series, the UNF School of Music presents World music as an all inclusive form of human expression, from Western to Eastern Music, and beyond World Music. Artists have included:
- Eric P. Mandat, clarinet
- Layali El Andalus
- John Sampen, saxophone and Mark Bunce, composer/engineer
- Music from The Copland House Chamber Group
- Riley Lee, Australia's Only Grand Master of the Shakuhachi
- Cypress String Quartet
- Chih-Yi Chen, piano
- Eva Amsler, flute and Leo Welch, guitar
- Tali Morgulis, piano
- Gene Koshinski, percussionist and composer
- The Meehan/Perkins Duo
Featured Annual Events
This event was founded in 2009 by Dr. Guy Yehuda as a way for students and faculty to enjoy masterclasses, performances, and presentations by talented clarinet professionals. The annual event usually runs for four days and has featured the following:
- James Campbell
- Richard Stoltzman
- David Etheridge
- Julia Heinen
- Michael Lowenstern
- Caroline Hartig
- Jacksonville Symphony Clarinet Section
- Selmer Paris, Leblanc and Buffet Crampon Showcase
An Upbeat Pink musical tribute celebrates breast cancer awareness month. The annual event features the UNF Wind Symphony, Dr. Edith Perez, and special guests from the community.
Mark Workman, UNF's provost and vice president for academic affairs, summed up the concert and its benefits when he said,
"On their surface, music and breast cancer would appear to have precious little to do with each other. Upon reflection, however, I believe that each informs and is illuminated by the other in genuinely profound ways.
Breast cancer engages us in a contest with mortality. None of us will live forever, but all of us wish to be in command of the time and manner of our demise. What we are here today to celebrate is precisely the genius of our researchers and the determination and tenacity of breast cancer survivors that allows them to do just that; taken together, their genius and their determination prove that our noble physicians and our courageous mothers, sisters, daughters, grandmothers, nieces, aunts, and girlfriends can indeed dictate the conditions and quality of life rather than being the passive victims of a force beyond their control. What music bears witness to, it seems to me, is something similar. On the one hand music gives voice to the relentlessly enigmatic nature of human being, with all its pain, its joy, its despair, its hope, and its unpredictability. At the same time, unlike an unanswered ringing telephone, music never merely arbitrarily stops. Rather, through its remarkable organization of complex sound, its ability to always reach perfect closure regardless of the dissonance that might precede the last note, the best musical compositions invariably finish in a perfectly deliberate, seemingly inevitable fashion. In doing so, music powerfully reaffirms the ability of human beings to gain mastery of their lives even when aspects of those lives defy human understanding . . .. . . In concert with one another, our breast cancer survivors, our physicians, and our musicians provide exquisite testament not just to our human frailty but also to our human strength, testament not just to our inescapable finitude but also to the transcendent spirit to which it gives rise."
The UNF Opera Ensemble was established in 2006 shortly after the appointment of Dr. Krzysztof Biernacki as the Head of Applied Voice at the UNF School of Music. Comprised and cast entirely from undergraduate voice majors, the UNF Opera Ensemble focuses on skill development, stagecraft, and theatrical experience through production and performance of complete, vocally suitable operatic works with orchestra.
UNF Opera Ensemble also engages in community outreach, student recruitment, and promotion of operatic arts in the community. This young group has already performed numerous concerts of operatic excerpts and took part in various community events including complete concert performance of:
- Dido & Aeneas
- Amahl and the Night Visitors
- Suor Angelica
- Hansel & Gretel
- The Magic Flute
- The Consul
- The Marriage of Figaro
- Cosi Fan Tutte - Gianni Schicchi
UNF's annual holiday choral event shares holiday music, audience sing-a-longs, and a performance together in a collaborative chorus finale to celebration the holiday season. The holiday performance features the UNF Chorale, Orchestra, and Brass Ensemble, conducted by Dr. Cara Tasher, along with featured guests from local singing organizations and UNF ensembles.
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To schedule an appointment, please call (855) 226-9105 (toll free). For other inquiries, contact the Diagnostic Imaging and Radiology department at (907) 264-1244 (phone) or (877) 329-8281 (fax).
Latest Technology Enhances Faster Results
Welcome to the Diagnostic Imaging Department at Alaska Regional Hospital, where superior patient care and an uncompromising commitment to providing you with accurate and timely results is our standard of practice.
We understand that you have many choices for your imaging services. We respect the fact that you're more informed and knowledgeable than ever before. That's why we're confident you'll choose Alaska Regional Hospital whenever your care provider recommends an important imaging study.
Whether it's a routine, annual mammogram or a complex interventional radiology procedure, you will be handled with professional and compassionate care focused on meeting your individual needs.
Quality you can trust
Alaska Regional Hospital is a Joint Commission Accredited Healthcare Organization, and has achieved accreditation by the American College of Radiology in Mammography, Nuclear Medicine, Ultrasound, and CT Scan. Our Diagnostic Imaging Department is committed to continually improving our high-quality health care.
All imaging procedures are supervised and interpreted by fellowship-trained, Board-certified radiologist. ARH partners with Alaska Imaging Associates, one of Anchorages esteemed group of physicians who specialize in performing and interpreting medical imaging studies.
The imaging services at Alaska Regional Hospital are obtained and managed by a fully digital environment often referred to as PACS, (Picture Archive and Communications System). This advanced technology means your physician can access digital images and view your test results from anywhere there is Internet access - usually within hours of your diagnostic imaging procedure!
The PACS system enables healthcare providers to get vital imaging results and information about your health faster so that treatment of your medical concerns can happen even more quickly.
We are dedicated to providing the highest quality and safest care to our patients. Our technologists are registered by the American Registry of Radiologic Technologists, and we are committed to "image gently and wisely" principles to ensure that optimal images are obtained while keeping the patient dose of radiation as low as reasonably achievable.
Notice to Patients regarding ACR Accreditation


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Three Key Trends Fueling Online Backup Adoption: Increasingly Mobile Workforces, Smartphone and Tablet Use, and Acceptance of Online Backup Services
SEATTLE – April 10, 2012 – Mozy®, the world's most trusted provider of data protection and availability for consumers and businesses, is seeing increasing demand for its enterprise online backup solution based on some fundamental shifts in enterprise IT fueling that growth. For more information, visit www.mozy.com/enterprise.
"As a result of three emerging trends within enterprise IT the past 3 to 4 years – including the ubiquity of distributed and increasingly mobile workforces; the exploding adoption of mobile devices such as smart phones and tablets within business; and increasing acceptance of cloud services within enterprise IT – we're seeing unprecedented demand from large businesses for MozyEnterprise®, the enterprise version of our award-winning online business backup service," said Gytis Barzdukas, Director of Product Management at Mozy.
Backed by EMC, MozyEnterprise complements traditional on-premise backup solutions by supporting the IT demands of large organizations seeking more advanced IT controls for managing backups and mobile data access for thousands of geographically dispersed employees. (A recent report from IDC* shows that 75% of the U.S. workforce is now mobile.) Via a web-based management console, IT administrators can use MozyEnterprise to configure, deploy, and centrally manage the backup and accessibility of business-critical data spread across desktops, laptops, servers, and mobile devices. MozyEnterprise also includes robust IT controls such as sub-administration, custom configurations and Active Directory integration.
As "Bring Your Own Device" (BYOD) policies become commonplace within large organizations, data is being created, consumed, and stored on devices other than traditional desktops and laptops. An increasingly mobile workforce is relying more on mobile devices including smart phones and tablets for work-related tasks. A recent survey by Forrester** of 10,000 global information workers and 2,300 IT hardware decision-makers found that half of all workers are using three or more devices for work, including tablets and smart phones, many of which are outside the control of IT. Among the total set of mobile and PC devices reported by respondents, 60% are used for both work and personal use, only 14% of devices are used strictly for work, and 26% are used strictly for personal purposes.
End users want easy access to that data across mobile devices, while IT departments want to ensure that data access is secure and within IT's control. MozyEnterprise offers secure access to critical data via mobile apps for iOS and Android devices, while IT maintains full management control through MozyEnterprise's powerful administrative console.
The emergence of distributed workforces and mobile device proliferation have driven enterprise IT departments to seek solutions that securely protect and provide access to business data within this new framework. Innumerable financial firms and IT industry analyst reports have pointed to the accelerated growth in recent years of cloud computing within the enterprise, including Morgan Stanley in its 2011 paper "Cloud Computing Takes Off." Morgan Stanley estimates the percentage of IT departments using the public cloud to rise from 28% in 2011 to 51% by 2014.
"Enterprise organizations continue to recognize the value of cloud services as they address the information management needs of a distributed, mobile workforce," said Brad Nisbet, IDC Storage and Data Management Services. "These organizations are looking for an efficient approach to protect, organize and share critical business information. Providers such as Mozy, who are focused on maturing offerings like MozyEnterprise, are well-positioned to address these capabilities while allowing the enterprise organizations to maintain high levels of administrative control."
MozyEnterprise is available through Mozy Sales directly as well as Mozy resellers, business partners, and through EMC's Velocity partner program (www.emc.com/velocity).
With more than 80,000 business customers and more than 90 petabytes of information stored at its multiple data centers around the globe, Mozy services customers as diverse as General Electric, Louis Vuitton, University of San Francisco and Starwood Hotels; as well as partners McAfee, Vodafone, Time Warner, and Comcast.
*Worldwide Mobile Worker Population 2011-2015 Forecast, IDC #232073, Dec. 2011.
**"Info Workers Using Mobile And Personal Devices For Work Will Transform Personal Tech Markets," By Frank E. Gillett, Forrester Research Inc., Feb. 22, 2012.
Mozy by EMC is the world's most trusted provider of cloud backup and access, with more than 6 million customers, including more than 100,000 businesses, backing up 90 petabytes of information to its multiple data centers around the globe. Wholly owned by EMC Corporation since 2007, Mozy is an essential component in the EMC backup and recovery solutions portfolio. More information can be found at mozy.com.
Press Contact:
Steve Jensen
Mozy by EMC


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To Impact People for Christ and Equip them to put their Faith into Action.
Imitate Christ in our words and actions.
Motivate ourselves, and our listeners, to impact others for Christ.
Passionately convey this message to, and through, our team.
Action is taken daily to make this a reality.
Communicate with God seeking His wisdom.
Thank Him for the effectiveness of this ministry.
We exist to impact lives on a local, regional, national and international level, by challenging ourselves and others to change the world in which we live.
(Acts 1:8 - "You shall receive power when the Holy Spirit has come upon you; and you shall be My witnesses both in Jerusalem, and in all Judea and Samaria, and even to the remotest part of the earth.")
Our core values are derived from our commitment to relevant ministry for those we are able to touch throughout the world.
We are accountable, reliable, honest, trustworthy, devoted, and truthful, aspiring to live in a manner consistent with the Bible, which is the foundation of our values and purpose.
We serve and encourage both the churched and unchurched in understanding their God-given purpose in life. Through prayer, humility, and our compassion for all, we aid others in discovering the ultimate form of hope and forgiveness found only in Jesus Christ.
We are an extension of the local church, providing a mouthpiece for communication, as well as providing a means by which various parts of the body of Christ can connect with each other, focusing on shared beliefs, rather than differences.
We are committed to operating with the highest degree of professionalism, endeavoring to be the benchmark of this kind of ministry.


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No. 12 Elis Beat Stony Brook in OT
NEW HAVEN, Conn. - Harry Kucharczyk scored one of his team's 11 goals in the game tonight, but it was the most important tally. The sophomore midfielder found the net with 1:24 left in overtime to give No. 12 Yale an 11-10 win over Stony Brook at Reese Stadium.
The Bulldogs (8-3), who have won five straight, overcame a 10-8 deficit with under five minutes left to grab their fourth home win in five contests.
Brandon Mangan, who led the Blue with three goals and five points while surpassing the career 100-point mark, scored to cut the margin to one and then Conrad Oberbeck scored with 1:56 left to send the contest to overtime.
Sophomores Shane Thornton and Sean Shakespeare connected to give Yale the opening lead, although that would be their last until overtime. Stony Brook responded 35 seconds later.
At 9:45 in the second, Mangan, scored off a pass from Oberbeck, but the Seawolfs responded with four unanswered goals, leaving the Bulldogs trailing by four - their largest deficit - until freshman Michael Bonacci scored off a pass from Mangan with seven minutes left in the third to make it 7-4.
Going into the fourth quarter, Ryan and Forst Family Head Coach Andy Shay knew the Bulldogs had a lot of work ahead of them: "We didn't have possession the whole second quarter, so possessions became more and more critical as the game went on. We were killed off the wing, which was uncharacteristic. We had to be better."
Luckily, Mangan and the rest of the offense never gave up: "Early in the first half, the shots weren't falling, but we know they will if we keep plugging away. We never quit, which makes us a great team. We found a way to keep fighting and come out with a win," said Mangan.
Junior Ryan McCarthy and Shakespeare scored early in the fourth to cut Stony Brook's lead to one, 7-6, with a little over 12 minutes left in the game. Stony Brook responded, scoring two, to bring their lead to 9-6. Freshman JW McGovern was able to capitalize on an extra-man opportunity, followed by another tally by Mangan, to bring the game to 9-8. With 4:57 left, Stony Brook scored its last goal of the game.
Oberbeck's goal not only lifted the team's score, but also their spirits leading into overtime:
"It was late in the game. We were getting a lot of good pressure and good ball movement. Brandon Mangan drove up the right side, took a shot, and the ball rolled over the net and happened to land at my feet. No one was in front of me, so I instinctually picked up the ball and just threw it at the goalie's feet, hoping it would go in. Thankfully it did and was able to pick the whole team up."
Kucharczyk found his opportunity to end the game.
"I had fresh legs, so I was playing offense and defense. I saw I had an offensive midfielder on me, who was trying to get off the field. I started running toward the midfield to sub off when I realized he had no intention of staying on defense. I saw him put his head down, so I just turned right around. I didn't think it would be that easy - I thought I would create a 6 on 5 and pass it around to score, not have a wide-open opportunity for me to step down and shoot it. I saw the opportunity and finally made one."
Kucharczyk was immediately relieved, saying, "We didn't think we were going to win that game with four minutes to go, being down by three. We're happy just to be in overtime. And that was a big win - it was a game we could've easily overlooked and it could've really hurt our season."
Senior captain Michael McCormack was proud of how the team ended the game: "The last few games, we've really had to gut out the win, and today was no exception. The resiliency was great - it was nice to see certain guys able to step up. Overtime wins are always nerve wracking, but I'm really proud of the team."
Shay credited Stony Brook for its amazing effort: "We have to give them a ton of credit. They've had a bit of a tough stretch. They're a young team and were without their best player, and they gave us everything we could handle and more. I was very impressed at how hard of a game they played."
While the Seawolfs played hard, the Bulldogs played harder, outshooting them 46-27 and winning 33 to their 30 ground balls. Junior Dylan Levings went 13 for 25 on the day and sophomore goalie Eric Natale chalked up 10 saves.
The Bulldogs play No. 4 Maryland on Saturday at 1 pm at College Park, where they hope to put together a more complete effort to take on the challenge.
McCormack is hopeful. "Today was not our best defensive effort. I hope we can put a 60-minute game together against a great team in Maryland."
filed by Lilli Janney '13, Yale Sports Publicity
Watch the Game for Free on Yale All-Access:


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By Alan Clemons
This story out of Japan just seems too weird to be true.
Japan, if you didn't know (and we didn't!) has a big population of deer. Not whitetails, but sika deer. Apparently they're so great in number they are wreaking havoc on the rice industry, not to mention gardens and landscaping.
Sounds familiar, eh? We have those problems sometimes here in the U.S. with whitetails munching on flowers and lawns, causing traffic problems and cities up in arms about what to do. Urban hunting is one management tool, of course.
Japanese officials in this Wall Street Journal story have tried to encourage more hunting. They're also looking at other things, like fences, and encouraging residents to eat more deer.
And, they're talking about reintroducing wolves to help control the deer population.
Wow. We'd have to think this area isn't like the Yellowstone Ecosystem or some parts of the Northwest that are sparsely populated. Introducing wolves? That's a pretty heady move.
Firearms and ownership are highly regulated in Japan, so the number of hunters isn't great. Throw in other factors such as urbanization, fewer rural residents and an increase in wildlife problems — deer account for $33 million annually in agricultural damage — and it's a big ol' mess.
Almost 95,000 people have signed a petition supporting wolf reintroduction.
Check out the full story here.
This post originally appeared on www.deeranddeerhunting.com.


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- Home
- Tutorials
- Flash
- Intermediate
- SharedObjects
Basics of SharedObjects
Jesse Stratford
Jesse was born and raised in Australia, and now lives in London. He is one of the original founders of http://ActionScript.org, and was formerly a Flash developer, teacher, author and speaker. While Jesse no longer works as a full-time Flash professional, he still enjoys actively participating in the http://ActionScript.org community as time permits.
Written by: Jesse Stratford
Time: 40 minutes
Difficulty Level: Intermediate
Requirements: Flash MX
Topics Covered: How to use the new SharedObject feature of Flash MX for local data storage.
Assumed knowledge: Variables, Objects, Methods.
Another of the great new features of Flash MX is the SharedObject. A SharedObject in the most basic sense is a contraption designed to allow local storage of data pertinent to a user on that user's system. Like a cookie but better. If you can't think of any good reason to store data on a user's drive, you're not thinking hard enough. As an example, you could use a SharedObject (SO henceforth) to determine if a user has already visited your site - perhaps allowing them to automatically skip the intro animation after the first time. There are plenty of more complicated and cooler applications also.
The first thing to note about SOs in Flash is that they can be disabled on the client side. This will obviously thwart all our cool applications of them so straight off, here's some code to check if SOs are enabled on a user's system:
function checkSO() {
// Does this client allow sharedobjects to be stored?
// Create a dummy SO and try to store it
mySO = SharedObject.getLocal("test");
if (!mySO.flush(1)) {
// SOs not allowed on this system!
// Prompt user to change settings
} else {
// SOs allowed
trace("Your system allows sharedobjects");
Don't fret, I've never been one to throw you in the deep end, but that code is important to begin with. Dump it on a keyframe in a new Flash MX movie and run it to be sure your system supports and allows SOs before we begin. (Also note that the above code only checks if your system supports SOs of 1 byte, so if you want to adapt it for any use other than checking whether the feature is on or off, keep that in mind.)
Let's get down to business with a whirlwind revision of what an Object is. An Object is a way to store (generally related) data in a nicely categorized fashion. So if we have 100 customers, instead of using:
Cust1Name = "Joe";
Cust1Age = 20;
Cust1Pet = "Dog";
Cust2Name = "Mary";
Cust2Age = 19;
Cust2Pet = "Dog";
We object oriented programmers use:
Cust1 = new Object();
Cust1.name = "Joe";
Cust1.age = 20;
Cust1.pet = "Dog";
To create a new SharedObject we use:
mySO = SharedObject.getLocal("test");
This is also the code we use to load up a previously saved SO. Here, "mySO" is the Object name we will refer to the SO by within Flash, while "test" is the file name it will be given on the system. SOs are stored locally with a ".sol" extension by default. Note that the file name field may contain forward slashes but most other special characters are not allowed, including ~ % & ; : " ' , < > ? # and spaces.
At any point after having created your SO, provided you have not deleted it, you can write it to the user's disk using the flush method, which returns true, false or "pending". A Boolean return value of true indicates that the write operation was approved and successful while false indicates the opposite. We will deal with a "pending" return value in a moment. The physical file on the disk is not created/altered until the flush method is invoked.
mySO = SharedObject.getLocal("test");
mySo.data.name = "Joes";
success = mySO.flush();


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The idea of using an oil-based cleanser may be unfamiliar at first, but you'll be glad you made the switch once you try this winning formula. The clear gel binds with excess oil, dirt, and even waterproof makeup to lift it away from your skin without leaving any residue. Use it morning and night to keep your skin clear and smooth. It's suitable for all skin types and won't irritate delicate complexions.
Love this stuff! It doesn't drip in your eyes or down your face when using, removes eye make up gently and does not dry out your skin. It does not leave a greasy residue as some oil cleansers tend to do. Zero scent as well, which eliminates irritation. It is true to form as far as being "to go", but a larger bottle for home use would be nice. All in all, great product and well worth the money. I have purchased this product more than once and will continue to due so.5
i have used other oil cleansers before, and the results are usually great- all the cleaning without losing the moisture. this one however left a weird film on my skin by my 2nd use that i could literally scrape off. i do still use it occasionally, but you wouldn't want this to be your everyday cleanser.3
I really liked the sample that I got, and decided to order more. At first it seemed to work well, but it did not remove my make-up as thoroughly as I like. After using it for a few days I started to break out in white heads and small, angry red zits. I stopped using it immediately and my acne cleared up. I did find that it works really well as a cuticle conditioner before giving yourself a manicure.1
I decided to try this cleanser mainly to remove my eye makeup and mascara, but also because I was using a thick BB cream that was not easily removed by my cleansers. It does a good job, doesn't burn my eyes, doesn't make them blurry, and doesn't require a cotton pad. I do use my fingers to rub it around and really work it into my eyelashes. I like the tubes for travel, but don't know if it's really practical/cost-effective for daily home use. I've resorted to using this pretty much only for my eyes, then using another cleanser for the whole face.
Again, it does work to remove waterproof mascara! I say this because not all oil based cleansers do and most regular cleansers don't.
I will definitely be buying this product again...I've been using the same bottle for a little over 3 months and still have a little less than half left. This gel is amazing...It only takes a pea sized amount to get all the makeup off, even waterproof mascara. and the best part is...there's no stinging when it gets in your eyes, so you can really scrub the makeup off.5
This is by far the best product for removing eye make up around. It removes glue residue from false eyelashes, as well as mascara without any problems. I think I have tried nearly every product labeled "eye make up remover" on the market, so what a surprise that a product with just a generic make up remover designation works so well. No more waking up with panda eyes! It also removes "all day" lipstick.5
I first tried this product when I received sample. I then bought it. I travel extensively and this is my go to cleanser I am able to travel with and not check bags. I combine this with the Wei to go CC cream and I'm "good to go!" This is a definite must for those on the go.5


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Infosphere:Featured articles
|Featured Article Archives
|Nominate new articles
|Existing archives (newest first):
This page lists articles that have been featured on the Main Page. If you have ideas for pages that should be featured, please add them on the nominations page.
During the weeks 11-13 of 2006, featured articles were presented on a per week basis; this was followed by a brief hiatus of two months, after which it switched to a per month basis, as there weren't enough articles to fit a weekly article. As the wiki grew in size, the choice was moved to a per fortnight (14 days) basis instead, which would mean twice as many articles per year. Mid-2010 again saw a hiatus in feature articles, with one article staying for four fortnights, but as of August we're yet again up and rolling.
Jump to the currently featured article: Fortnight 21, 2018.
Fortnight 1, 2010
The Series Has Landed was the second episode created for the first production season of Futurama. It introduced the new crew of Planet Express to the rest of their co-workers and featured their first delivery. The crew, along with Amy, head to the moon to deliver a crate to Luna Park where Fry gets his first visit to another astronomical body and heads out to search for the original moon landing site with Leela. Meanwhile, Bender is kicked out of the park and Amy loses the keys to the ship. (more...)
Fortnight 2, 2010
The Farnsworth Parabox is the sixty ninth episode of Futurama and fifteenth of the fourth production season. In this episode; the staff of Planet Express find themselves transported to a bizarre, slightly different universe where coin-flip decisions have the opposite outcome. Farnsworth and his parallel self, having simultaneously performed the same crazy experiment, have created boxes containing each others universes. Before our crew can dispose of their box in the sun they wind up trapped in the other universe and have to chase Zoidberg and his blue counterpart across the multiple universes in order to save themselves and the other universe. (more...)
Fortnight 3, 2010
The opening sequence of Futurama follows the Planet Express ship as it flies through the New New York skyline, where we see various vehicles, buildings, people in the Tube System and advertisements. The start and end of the sequence each feature sections that change in each episode; a title caption and cartoon clip respectively. The music used in the theme, composed by Christopher Tyng, features instruments rarely used on television. (more...)
Fortnight 4, 2010
The Day the Earth Stood Stupid is the thirty-ninth episode of Futurama and the seventh of the third season. As a swarm of deadly brains fly through space towards Earth, the inhabitants are blissfully unaware, attending a pet show where Nibbler is declared "dumbest pet in show". This is proven incorrect shortly after Hermes points out a pattern of destruction leading straight to Earth. Nibbler rescues Leela from the brains as he leaves the planet to meet with his people, who proceed to explain that the only hope for the universe lies in Fry's superior, yet inferior mind. (more...)
Fortnight 5, 2010
"Parasites Lost" is the thirty-fourth episode of Futurama and the second of the third season. When the crew visits a truck stop on their way home from a delivery to refuel the ship and Bender, Fry stops by the men's room where he picks up an egg salad sandwich from the dispenser. Later, while fixing the boiler, Fry gets a lead pipe through his body, which is mysteriously cut through from inside before his body repairs itself. When the staff discover a city in his colon during Zoidberg's examination, they mount a mission to remove the worms, but Leela begins to fall for the new Fry. (more...)
Fortnight 6, 2010
"Anthology of Interest II" is the forty-fifth issue of the Futurama comic series. Much like the episode of the same name, this issue prominently features the What-If Machine. Unlike its counterpart, the issue features not three, but six scenarios. By the third scenario, the machine has begun to malfunction, inserting elements of previous scenarios. As the stories continue to unravel into each other, the Planet Express crew become aware of the fact that they are within the jumbled mess of scenarios and things start to get dangerous. Luckily for Hermes, he is safe in the conference room. (more...)
Fortnight 7, 2010
The League of Robots is a secret society of robots whose motto is "Kill all Humans". While the group may have originally worked towards this goal, they haven't killed any humans in 800 years. More recently, the league's time is mostly spent blathering whilst sitting by the fireplace drinking a variety of alcoholic beverages. Despite the group's former lack of action, they were the subject of a television program aimed at robot children, which is most likely what inspired Bender to join and change their methods. (more...)
Fortnight 8, 2010
"The Deep South" is the 25th episode of Futurama, which was produced for the 2nd season. When Hermes attempts to requisition a pet licence for Nibbler, he is instead sent a mandatory fishing license. As a result, the crew go fishing. Soon a Colossal-Mouth Bass is hooked by Bender and it pulls the ship to the bottom of the ocean, where they discover a long lost city inhabited by Merfolk. (more...)
Fortnight 9, 2010
"You Don't Wanna Know Jak!" is the 36th issue of Futurama Comics. While the crew are on a delivery to New England, a planet populated by English robots, Bender sets out to solve a mysterious string of deletions of fembots' memories. Meanwhile, back on Earth, Hermes, Amy and Zoidberg set out on an adventure of their own. After being found exploring the sewers, the mutants send them to the sub-sewers where they meet a freakish race of sub-mutants. (more...)
Fortnight 10, 2010
An Easter egg on a DVD or Blu-ray is a special feature that has been hidden somewhere amongst the disc's contents, usually within the menus. The majority of Futurama's releases have Easter eggs, although these are often a single image, the crew have also hidden table readings of episodes, specially recorded videos and large quantities of unused title captions. (more...)
Fortnight 11 - 12, 2010
"Somewhere Over the Brain-bow!" is the first issue of the Futurama Simpsons Infinitely Secret Crossover Crisis, a two issue crossover between the Futurama and Simpsons comic series, which later had a two issue sequel. This issue sees the Planet Express staff's minds being trapped in an old Simpsons comic by the Brainspawn, there they all develop amnesia and wander off leaving it up to Fry and Nibbler to find everyone and figure out how to get out of the comic before its story ends and they are trapped forever. (more...)
Fortnight 13 - 16, 2010
"The Beast with a Billion Backs" is the second film from the fifth production season of Futurama. The film follows on from the events of the previous film, which saw the creation of a rift in the space-time continuum a short distance from the Earth. The Earthicans launch a failed investigation, headed by Professor Farnsworth, followed by a failed attack lead by General Brannigan. However they are soon greeted the being that dwells beyond the anomaly. In the meantime, Fry finds a girlfriend while Amy and Kif take their relationship to the next level. (more...)
Fortnight 17 - 18, 2010
The Fry-Leela relationship is a recurring theme and a story arc in Futurama, the developing romantic relationship between Philip J. Fry and Turanga Leela. Starting early in the pilot with Fry showing a physical attraction to Leela but being turned off by her monstrous eye, the theme is seen in most episodes and is the center of a grande number of episodes both from the original and second run, including "Time Keeps on Slippin'", "The Sting", "The Devil's Hands Are Idle Playthings", "Into the Wild Green Yonder", "Rebirth" and "The Late Philip J. Fry". Though at first a one-sided affection, with Leela showing little care for Fry as anything but a friend, her subconcious feelings are revealed in "The Sting", in which she believes Fry has died, and their kiss by the ending of "Into the Wild Green Yonder" as well as the subsequent "Rebirth" settles their less windy relationship of the sixth season. (more...)