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Typhoon swerves toward central Japanese islands after dumping rain on Okinawa, injuring 30
TOKYO – A strong typhoon swerved toward Japan's heavily populated central islands on Wednesday after it slammed through Okinawa, dumping heavy rain, knocking out power and injuring at least 30 people.
Typhoon Neoguri left toppled trees, flooded cars and bent railings on the southern island, which experienced its heaviest rainfall in a half century, according to the Okinawan government.
One of the biggest storms to hit during Japan's summer, Neoguri was forecast to hit Kyushu island on Thursday. Then it could travel across the main island of Honshu, which includes the major cities of Tokyo, Kyoto and Osaka.
Kyushu's Fukuoka Prefecture issued warnings for strong winds, high tides and heavy rains, and advised people to stay indoors as much as possible.
The torrents of rainfall expected could trigger landslides and floods, and much of eastern Japan was at risk of experiencing lightning and tornadoes.
On Okinawa, nearly 38,000 homes were still without power. At its peak, Tuesday, more than 105,000 homes were without power.
The Okinawan government raised the injury toll to 30 Wednesday, from 17 the day before, two of them seriously. A man was reported missing from a fishing boat in rough seas off Kyushu to the north.
Neoguri, which means "raccoon dog" in Korean, was moving northward at 15 kilometers an hour (9 mph) packing sustained winds of 108 kilometers an hour (67 mph) by evening, the Japan Meteorological Agency said.
The main airport on Okinawa, Naha, reopened Wednesday, although some morning flights were canceled. Spokesman Takumi Higa said no damage has been reported.
Airports in Kyushu were still open, but late flights were canceled, and additional cancellations may be in the works.
Japan Airlines, the nation's flagship carrier, cancelled 11 flights for Wednesday mostly flights leaving Tokyo for Kyushu, said spokesman Kentaro Nakamura.
Follow Yuri Kageyama at twitter.com/yurikageyama


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subset: commoncrawl


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As AlphaMetrix closes its trading operations, the Commodity Futures Trading Commission filed charges against the firm earlier this week alleging it had violated the Commodity Exchange Act. AlphaMetrix now is denying those charges as it cooperates with the Court.
Filed in Federal Court in Chicago, the suit alleges AlphaMetrix committed fraud by misappropriating at least $2.8 million belonging to pool participants from Jan. 1 through the end of October. According to court documents, AlphaMetrix had made agreements with pool participants to reinvest rebates into pools it was operating.
"Instead, Alphametrix transferred these funds from accounts held in the name of commodity pools that it operated into bank accounts held in Alphametrix's name," and from there into bank accounts held by its corporate parent, Alphametrix Group LLC, the CFTC alleged.
In response to the charges, an AlphaMetrix spokesman released the following statement:
On November 5, 2013, the Federal Court in Chicago entered a Consent Statutory Restraining Order sought by the CFTC. AlphaMetrix agreed to the entry of the Order because it is consistent with its efforts to liquidate and return the funds. AlphaMetrix denies the allegations that it violated the Commodity Exchange Act as alleged in the complaint filed by the CFTC.
The Order appointed a Corporate Monitor for all commodity pools operated by AlphaMetrix. The Corporate Monitor is directed and authorized to ensure that at least 95% of pool participant funds are retuned to participants by no later than fifteen (15) days from the entry of the Order. AlphaMetrix will cooperate with the Corporate Monitor.
It is anticipated that additional pool participant funds will be released once tax, audit and other such service fees are estimated and accrued for as directed by the funds offering memorandum. AlphaMetrix is currently communicating with Deloitte to engage them to complete final audits. Deloitte has audited funds for AlphaMetrix since 2008.
Once recognized by Crain's Chicago Business as a top entrepreneur, founder and CEO, Aleks Kins issued a letter on Oct. 10 admitting that the firm he launched, Alpha Metrix, was experiencing cash-flow difficulties. Managers and others affiliated with the platform say that the slow payments go as far back as 2009, perhaps indicating that the firm was never as healthy as perceived.
At one point the firm boasted in excess of 100 employees, but it is unclear how many of them remain on staff. George Brown, the chief financial officer, was removed from his post, as explained in the Oct. 10 letter, while Mikus Kins and Geoff Marcus, both senior staffers, departed in mid-October.
Founded in 2005, the firm was the brainchild of Kins and the platform was supposed to give investors access to fully vetted funds and, according to the website, "achieve a higher level of verified trust." Touting its high levels of due diligence the firm hired former Secret Service members and formed AlphaMetrix Financial Investigations, which performed comprehensive background investigations on traders and advisers wishing to join the platform.


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Well it's been quite a while for this project- but worth the wait. Shane's restoration is now complete and the riding and fun begins. I first brought this to the Best of Form series back in January of 2012 and at 25 pages, it was well underway. Now at over 70 pages you have a chance to see how the project finished up. Rumor has it that you may see an article on this project in your favorite magazine shortly.
Enjoy. Gary


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November 27. 2012 10:33PM
Two hurt after crashing into Manchester building
MANCHESTER - Two people were injured when their car crashed into an apartment building on Putnam Street Monday night, police said.
According to a preliminary investigation, Jessica Bouchard, 24, of Manchester, was driving a Jeep Cherokee south in the alley between Dubuque and Cartier streets about 8 p.m. As she crossed Putnam Street, her car hit the passenger side of a Dodge Neon being driven by Rhonda Simons, 43, also of Manchester, who was traveling west on Putnam Street.
As a result of the crash, the Dodge went up onto the sidewalk and hit the foundation of an apartment building at 102 Putnam St. The building was not damaged, according to a police news release.
Simons and her passenger, James Hasty, 55, of Manchester, were both taken to Catholic Medical Center for treatment of neck and back pain.
Bouchard was cited for failing to yield.


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Wii U can play games from SD cards providing you have a USB card reader
Wii U users have found a workaround for enabling the console to play games from an SD card – all it needs is a USB card reader. Users can insert their SD card into the reader, and plug it into Wii U's USB port, which treats it as a standard USB thumb drive. No word on how well the games play when using the workaround, but at least it's doable. Thanks, Nintendo Life.


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https://www.nagsheadinn.com/wp-content/uploads/2016/03/HINH-header-logo-horiz-small.png 0 0 Holiday Inn Express Nags Head Oceanfront https://www.nagsheadinn.com/wp-content/uploads/2016/03/HINH-header-logo-horiz-small.png Holiday Inn Express Nags Head Oceanfront2012-11-05 09:48:492012-11-05 09:48:49Outer Banks Marathon 2012 Hotel Discount
The Outer Banks Marathon is set for November 9-11, 2012. The Outer Banks Marathon weekend features a number of fun races including the Outer Banks Marathon, Buccaneer 5k, and Kellys Outer Banks Restaurant Fun Run. Nags Head Inn is the perfect hotel location for runners and spectators. Nags Head Inn is featuring an Outer Banks Hotel Special for the Outer Banks Marathon.
Outer Banks Marathon Hotel Special:
Get 10% discount off standard rates and late 1PM check out on Sunday for race participants. Please use the promo code when booking online.


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Rumpledethumps is a traditional dish from the Scottish Borders made with potatoes, cabbage and onion. Its name comes from the sounds of the potatoes or 'tatties' thumped and rumbled together with the cabbage. The Irish make a similar dish called colcannon and the English have their bubble & squeak. All of them are traditionally made with leftover vegetables.
Buttery smashed taters are rumble de thumped with softly sautéed, shredded Savoy cabbage and onion. Then they are baked with a generous amount of cheddar cheese on top. Of course I had to add something to the rumpledethumps to make it my own. A really ripe tomato needed to be used and was perfect for slicing over the top. This is a perfect side-dish for any comfort meal!
I don't have the words to describe the flavor. The cabbage is at the front and center. It does something extra-ordinary that you must taste to believe. It will surprise you. After your first bite or two you will vocalize how good it is. Then there will be silence as you put your head down and concentrate on eating. Just you, the fork, and the rumpledethumps.
I've been saying rumbledethumps all day. My Mom said "I think you just like saying it." That was true before I tasted it. I like eating it more.
(by Reeni)
6 cups potato, diced
6 cups savoy cabbage, shredded
1 large yellow onion, sliced thin
7 tablespoons butter, divided
1/2 cup milk
2 cups sharp cheddar, shredded
1 large tomato, sliced
Sea salt and fresh cracked pepper
Boil the potatoes until soft. In a large saute pan melt 3 tablespoons of the butter. Add the cabbage and onion, season with salt and pepper, saute on low until soft and tender. If the cabbage or onion starts to turn brown, lower the heat, you don't want that.
Preheat oven to 400 degrees.
When the potatoes are tender, drain. Add to a large bowl with 4 tablespoons butter and milk. Season with salt and pepper. With a hand mixer beat until smooth. Don't over beat or it will take on a glue-like texture.
Add the sauteed cabbage and onion mixture. Stir well.
Spray or butter a deep 8×8 casserole or baking pan. Fill with the potato mixture. Top with 1 and 1/2 cups of the cheese. Then with a layer of tomatoes. Sprinkle remaining cheese on top of tomatoes.
Bake for 30 minutes. If top isn't golden, broil for one minute, checking every 20 seconds.
Let sit for 5 minutes before serving.


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This product is no longer available from DriveThruRPG.com
Originally posted at: http://diehardgamefan.com/2012/02/10/tabletop-review-smallville-roleplaying-game-corebook/
The Smallville RPG is a pretty specific RPG that covers the show up through Season 9, but has broad enough rules that you could actually adapt it to run just about any type of game you wanted. If you're looking for something to recreate the feel of Smallville but wanted to do Justice Society of America or the Justice League instead, they've got that covered. This isn't an RPG for someone looking for a heavy combat scenario or dungeon crawls though. This is an RPG for a group that really wants to role-play, and even further than that, it's almost an RPG about relationships. At its core that's how it works, laying out how the leads relate to each other and what one has over the other, making the relationships more complicated as you set-up your Leads and their supporting cast known as Features and Extras. If you take out the super-hero elements you could even just use this as a table-top dating or relationship simulator. The uses are fairly broad beyond the Smallville elements.
I'm actually reviewing the PDF version here, but the book itself is in full color, with photos from the actual show inside along with artwork for a few characters later on. It's broken down into 14 different sections, covering the history of the show, character creation, online play, episodes and scenes, and of course, Kryptonite. Because this tries to replicate what's going on in the show using a modified version of the CORTEX system, this really is a very different type of RPG. Usually when my friends and I create characters to play we go off into our corners with the rule books and work on our concept after consulting the GM, or in Smalleville's case, the Watchtower. This really isn't the case with this game. Character creation is a joint effort requiring all the players input.
You start out with your characters (Leads) early years and follow the Pathways chart to flesh out the events for your character, creating ties with the other characters as you do so. Not every character will have a tie with another character at first, and even later you may only have something directly with that Lead through another player. This also allows the Watchtower to create Features for the Leads who can be called on for assistance or add a bit of drama to the gaming sessions. Creating the Leads can be simple enough depending on when you want to start in their lifetime, or it can get really complicated as you grow them up and they get more intertwined. You also have different options as far as Drive, Assets, and Resources that further define your Lead and can add to their arsenal in the relationship war, giving them access to more dice in a Contest with another character.
To make the game feel even more like the television show, gaming sessions are called Episodes which are broken down into Scenes. Scenes play out using an almost journalistic approach, giving the players lots of information to work with, and much like television, not every character is going to be there for every scene. When the scene has been played out, there might be some conflict before it's resolved, usually through Contests. Contests are basically when the Leads are working at cross-purposes and can be resolved a number of ways, either through the one player giving in to another, or by rolling against their appropriate stat. If they do it this way, it keeps going back and forth until one of the Leads loses the Contest and accumulates Stress. Stress affects your dice rolls and shows how much one Lead is affecting another through their actions. It's an interesting system and it really accounts for someone like Lex Luthor having one over on Superman and Superman really not having much to do about it even though he's so over-matched for Lex in most ways. There is the chance for combat to occur, but the bulk of what players will be doing is interacting on each other at a more personal level.
The book itself has some great ideas for running episodes and scenes, covers different scenes that might come up and how they'd be resolved as well as giving you an in-depth breakdown of actual episodes from season 8 and 9 of the show. If you're looking to just pick it up and play, a little chart creation may be involved, but the Leads and Features from the show are fully statted in the People section of the book. After you get the basics down the rules are pretty straight-forward and easy to learn with a lot of leeway given for character interaction and role-playing out the conflicts before it ever even comes to dice-rolling.
I like that this game tries something new when it comes to adapting any kind of show to a different medium. There are plenty of other super-hero RPGs out there, but most focus on combat and stats, and this one makes it all the more personal for a player. I can see this not being for everyone, and I think I'll actually have a hard time getting a group together as most of my RPG group isn't necessarily fond of the show, but if I ran it as a more personality driven RPG ripe for high drama where you can really mess with the other player and it's supposed to work that way, I'd get a few biters. I think it's a pretty well designed system, but it takes a bit to grasp how the rules work and I can see a lot of player confusion until you actually start plotting out your pathways and do a few sample Contests to give them the idea of how it all comes together. There's a lot of ground covered in the book itself and for the price, the PDF is a really good value. If you have a regular group and are looking for something a little different I'd definitely give it a try. It won't be for everyone, but it will deliver a rather unique experience with that Smallville flavor.
This week I am reviewing Smallville, the role-playing game.
Released by Margaret Weis Productions, Smallville, the RPG, is based upon the popular TV show of the same name. This is the source of this RPGs material, its successes and unfortunately its failures as well. Smallville the RPG is also the latest adaptation of a TV series to a role playing game released by Margaret Weis Productions. Other such games from shows released by her company include Serenity, Battlestar Galactica, Supernatural and Jersey Shore.
Starting with the structural matters, Smallville, the RPG is available in hardcopy and PDF. This review focuses on the PDF version, though I am led to believe the physical copy rings in at close to 220 pages, possesses a hard cover, is printed on good quality paper and is all in full color.
Moving on from there, the book is attractive, bright, with easy to read text and many images captured from episodes of the titular series. The PDF does not feature an index, but an excellent table of contents and a superb internal organization makes up for this arguable deficit. In short, the book presents the game well.
All RPGs must handle a number of things, including conflict resolution in some manner and powers and resources. Smallville the RPG is no different and it is innovative in several areas, including making everything it can dependent upon relationships and turning game plot and world creation into a collaborative process.
In terms of mechanics, Smallville uses a variation of the Cortex System developed by Margaret Weis Productions for all of its books. In its simplest form, the Cortex System employs the usual spread of RPG dice – the d4, d6, d8, d10 and d12 – and players usually roll at least two dice, one representing an ability and one representing a skill or something similar. The results are added and compared to a target difficulty to determine success or failure.
Smallville the RPG rattles this by replacing normal abilities with six values, including duty, glory, justice, love, power and truth. All characters possess these values and their die for the value says much about the character. For example, Clark Kent gets d10 (the second highest die for the game) for justice, with the descriptive phrase I must protect the innocent, while Lex Luthor gets d10 for power, with the descriptive phrase I need to be in control. By comparison, in the Jersey Shore RPG Snookie's value is glory, with the descriptive phrase, Let All Know I Am Skanky Bitch, which lets her roll all the dice on the table.
In addition to these values, Smallvile the RPG heavily uses relationships – again, for example, Clark Kent is defined by his relationship to his parents and Lois Lane, while Lex Luthor is defined by his relationship to Clark Kent. This rule applies to all the characters and in short relationships replace skills. Clark gets a d6 for Luthor relationship, with the descriptive phrase Lex can never be trusted. This contrasts with Luthor, for whom Superman is an alien menace with d10.
Tasks are accomplished by rolling dice determined by the right combination of the value and relationship. So in dealing with Lex Luthor, Clark rolls d10 for his since of justice and d6 for his distrust of the man. When he deals with Clark, Luthor a rolls d10 for power and d10 for his antipathy for the Emo of Steel. Much of the game – as presented by this book – resolves around emotional, rather than physical, conflicts handled by these kinds of dice rolls.
Perhaps the most innovative aspect of Smallville the RPG is the collaborative nature of character, plot and world creation. A large sheet of paper is placed on the table and the players and GM write on the paper characters, places and even things. Examples from the early seasons of the Smallville series include Clark Kent, Lana Lang, Lex Luthor, the Barn on the Kent Farm, the Luthor Fertilizer Factory, Lana's Kryptonite necklace and porn mags Clark kept under his bed. Anyway, between these points, the GM and the players draw lines that define relationships, such as like, dislike, deadly, mysterious and so forth.
Diagrams of personal relationship in the Smallville RPG are good but start to take on tones of what you may find scribbled in the notebook of a high school girl, who likes who, who hates who, who is dating who, and so forth. Even so, it is commendable for the way it makes everyone in the game involved and responsible for world creation.
Smallville the RPG also does an excellent job of presenting a frame work for games modeled on the narrative structure of a TV show, such as scenes, episodes and story arcs for a season.
Perhaps ironically the books devotion to Smallville the show – the very reason this game exists – is actually the books biggest drawback and failure.
Too much of the book is too closely tied to the Smallville TV program to be of use to anyone who is not interested in the show. Large sections of the book – not even counting the capture art from the show – are given to lengthy descriptions of episodes, seasons, characters and so forth. This seriously undermines the utility of the book, especially as time goes on.
To some degree, all role-playing games are rooted in facilitating a desire to run around in another world. Fans of Lovecraft created the Call of Cthulhu game, Star Wars has seen a number of RPG adaptations and the earliest forms of D&D were deeply rooted in the worlds of Robert E. Howard, J.R.R. Tolkeen and Michael Moorcock, among others. There are also a number of superhero RPGs.
As such, making an RPG adaptation of something popular is part of the hobby and has always has been. However, Smallville as an RPG was and is quickly dated – the game book came out during final season of the show, as the ratings had been declining and while an excellent adaptation, is it also thoroughly niche. To get full use out of this book, you really have to be a die-hard fan of the program as about half of the book is inseparable from the show. As time goes on, that becomes increasingly unlikely. As such, as time goes on the fun and relevancy of the book will continue to decline as genre fans move on to the new popular thing. Whatever the new popular thing might be.
Because of this, I give Smallville, the RPG a 10 on a d20 roll. The book is well designed and the innovative parts that can be separated from the show are quite good, but too much of the book is devoted to something already dated… and which is only becoming more dated as time goes on. If you still have a mad on for the show, then get this book, otherwise do not bother unless you can get it second hand.
It is incredibly rare to see what can honestly be described as unique. Really a lot of RPGs on the market are simply twists on a common theme and the rules sets aren't revolutionary. Enter 'Smallville'.
Smallville's genius lies in a number of elements that I have not seen replicated in other systems. Firstly, there is the collaborative nature of character creation. I've always argued that this step of getting a group together should be done -as a group- and 'Smallville' makes it mandatory. The reason for this is the second point of brilliance - the whole game is hinged on relationships, and it makes perfect sense. In the DC Universe, relationships make the stories more engaging, and importantly they make superheroes more human. The way in which all of these heroes relate to the people around them builds drama, creates plot and drives character development. 'Smallville' give you the tools to make the way a character relates to their own group, and the wider world actually matter.
Want to take on Superman in his Fortress of Solitude? Fine, but he feels confident enough to have a home ground advantage, and the rules reflect this. Has Oliver Queen had an argument with Dinah? Will this play on his mind and knock off his aim in the next crucial combat? You bet. Will Clarke show mercy to Zod because he believes he can be redeemed? Definitely.
The one point I cannot over-emphasise is how good their social rules truly are. The character creation builds on the relationships with other team members (and a slightly larger cast too) and is extremely open-ended. The players imaginations fill in the 'white space' that the rules-set calls for, and the game mechanics give the players the opportunity to let their creativity really kick in. However, as this is intrinsically group-based, you will need to invest at least one evening of play into the character creation process. It cannot be rushed if you expect this game to pay dividends.
If your group likes team play they need to give this game a go. Make everyone read through the main rulebook, as it contains lots of good advice about playing as a team. It is one of the few books that I've seen that gives explicit advice on how to be a team player and how to give the spotlight to other people in your group. Furthermore, it gives advice on supporting the success of other players - something I've not seen before.
The last point that you need to consider is that the game supports multi-power-level play. It can accommodate Jimmy Olsen, Lois, Green Arrow and Superman in a single party - each person has skills and advantages which are unique and the relationships forged by all the characters give them all a reason to be and something positive to contribute.
Bottom line - this is an exciting game with plenty of creative opportunities. Even if you aren't a fan of the show, or of the DC Universe, pick this book up just based on how good the system is.
The Cortex system performs well, but there are times when the Smallville Roleplaying Game just seems to miss the point.
Sure, the point is to put superheroic figures together, but my gripe isn't with the fact that you can wind up throwing a lot of dice.
Character creation is horribly difficult. Weaving a web with lots of players will wind up being difficult if people have too strong an opinion about their characters, and then you have to worry about diluting the player's vision and potentially giving them a character they don't want (or know how) to play. Couple that in with a long, lengthy character creation, and if someone decides that they want to change their concept, a lot of that work will be down the drain.
Don't get me wrong, it's written well, but it's maybe overly ambitious, and my pretty much only gripe is with character creation, but it's just a lotta headache to even get started.
This book is my first exposure to the Cortex system. And to Smallville. At times, I did find some of the references to be over my head, as they referenced situations and characters from the show. But that didn't take away from my understanding of the system. This system is very broad and allows you to do so much! The structure actually makes the system feel MORE free and loose. I'm very excited to port these rules over to other TV shows and settings. The layout is excellent and makes for a very easy read. The only issue I had was that the font seemed a bit small when viewing full screen, but that's an extremely minor issue. There's so much I love about the Cortex Plus system as presented in this book. The ability to pull on an opposing character's injuries and add that to your roll? Genius. I highly recommend this book.
The Smallville cortex system is highly original, and quite genius if you are familiar with story structure. It may look a bit over complicated at first (relationship charts) but it's not at all, just different. The rules are very flexible and heavily story driven.
The layout is excellent, plenty of examples and pictures. This system can be applied to any superhero movie or TV show in the past. (I've already made up "The Flash" series of characters.) The character creation system is top notch.
I also like how they included rules for playing this game with your friends over the internet. (something I still do to this day.)
If your looking to count squares to see if your in range to use a weapon, while tracking your ammo.. this game isn't for you. If you are looking to develop meaningful characters with rich background and motivations, then this is the best system out there. If your a fan of the series.. this is a no brainer.
So what is the deal with Smallville anyway? It is and isn't Cortex. Smallville uses the new "Cortex Plus" system.
The biggest thing is the character development which according to the book will take your first session. Now let me pause here a bit. I loves me some character creation. I have pages of character notes on D&D characters and that is not counting what I have on characters for other systems. So I can dig this sort of interactive character development, but will everyone else? This feels rather indie for a mainstream license. I am going to roll with it all the same and see what it does for me.
Now this new interactive character development does pose one issue; you need to have a really good idea of what you want your series to do and who is going to be in it.
So how is it different? Well. There are no abilities or skills. How much stronger is Clark than Chloe? Don't know. Is Lex smarter than Brainiac? No idea. But it doesn't matter either. Clark and Chloe are not going to be arm wrestling and Lex and Brainiac are not going to be playing Trivial Pursuit against each other. But what we do have is how do Clark's actions affect Chloe, or Lois, or Lex. How can he do what he feels is right. So instead of Attribute + Skill +/- Assets we have Drives (Values + Relationships) + Assets. You are still using the Step Die methods from the previous version of Cortex, just in a new way.
So what are these? Well Drives are what motivate you or your character. The first set are called Values. Thes are Duty, Glory, Justice, Love, Power and Truth. Each of these gets a die and a defining statement. If we go with the idea of setting a game in a theoretical "Season 5" (the default power level) then we can provide some examples.
We have Drives in Values and they affect your Relationships. The player characters are called Leads and the NPCs are "features" (though I like Guest Stars better) and how they relate to each other, friend, enemy and lover alike, are called Relationships. These are mutable obviously. These are also ranked with a die and description. Relationships work out best when discussed with the other players. It looks like the die value's don't have to be equal, so Clark has a d10 listed for Chloe in the book, but Chloe has a d12 for Clark. This matches reality really; not all relationships are equal.
Relationships can be with other Leads or Features (PCs and NPCs). You also can have Resources, people or things you can call on to do things.
Assets are the closest to what you could describe as "Powers" or "Qualities". In my quick read over of the rules these seemed to be the most similar to Classic Cortex. Clark has things like Super-Strength and the like. But these again are more descriptive and are not a measure of his strength per se but rather a measurement of what using his Super-Strength means to the show and to the characters around him. If an asset is not here then adding one is not too difficult really.
All of this though is designed around the interpersonal relationships the character have with each other. It is an interesting focus for a game to be honest, and one that leads itself to certain level of tinkering. Think about it for a bit, you could take any group of characters and provide a "Cortex Plus" sheet for them as well. They would have their powers, skills and other details in Assets and then you focus on the interpersonal dynamics.
The game rules are similar to Cortex in terms of combat and skill resolution.
The system is very different and has a lot to offer all players, and not just fans of the show.
The Smallville RPG is a concise and well-written game. The rules are based on Margaret Weis Productions' Cortex System, but in a heavily modified form, designed to suit the 'soap-operatic' style of the source material.
In the Smallville game, characters are described not by 'stats' and 'skills', but by Drives -- Values such as Truth, Justice, and Love; and by Relationships -- the connections between the PCs (called Leads) and the NPCs (called Features). These are rated by a die code d4 through d12, and a descriptive phrase. When a character acts, two dice are rolled -- one for the Drive that motivates the action, and one for the Relationship that is most affected by the action. Why your character chooses to act is at least as important as the action he or she chooses to take.
Everything else about a character; personality quirks, skills, talents, superhuman abilities, gear, locations, minions, etc. are treated as additional dice that can apply to rolls. This handles the plethora of different resources character might call upon in a straightforward and elegant manner. A meta-currency, called Plot Points, is earned by adversity (sometimes self-inflicted adversity) and spent on Special Effects or to activate stunt-like abilities.
Many of those abilities add or subtract dice from the Trouble pool -- a pool of dice used by the GM to represent any difficulties faced by the players which do not emanate from fully-statted-out NPCs. This gives the ebb and flow of tension during an 'episode' a tangible representation on the table. As the Trouble pool gets larger, you can easily imagine the soundtrack of the episode swelling toward a climax!
Physically, the pdf is beautiful to behold, and very readable. The latest version includes a full set of bookmarks for easy navigation. Colored text is used throughout to emphasize the special vocabulary used by the game, and illustrations are plentiful and thematic. The art is primarily stills from the show, which makes it very easy on the eyes. The text presents plenty of ideas and techniques that will be new to many readers, but it does so in a comfortable style; neither too erudite nor too chatty. The books' one flaw in my opinion is the lack of a one-sheet summary or flow-chart of the Test and Contest rules, and a one-sheet summary of the Plot Point rules.
The chapters on character creation and campaign creation (the two activities are done side-by-side) include the best description of how to create a Relationship Map that I have seen in any gaming product. The chapter on how to create episodes scene by scene that develop from that map is the best description of how to use a Relationship Map that I have ever seen. These chapters alone are worth the price of the book to any GM who wants to learn to use more 'cinematic' pacing in his or her games.
The Smallville RPG is ideal for re-creating the type of adventure and melodrama that characterizes the Smallville TV show, of course, but it has a lot to offer gamers who are not Smallville fans as well: The rules can be tweaked with minimal effort to produce play in the spirit of virtually any TV drama, past or present. This system has already become my go-to system for TV-inspired roleplaying -- with or without 'superpowers'. I recommend it to anyone who wants to give 'relationship drama' roleplaying a shot.
The Bad: Not "bad", per se, but it's definitely outside of the "traditional" comfort zone. There is no index, and I've become spoiled with bookmarked PDFs, which this lacks. The "Growth Pool" rules are a tad confusing for me. The Good: Beautiful production, TONS of examples, lots of flexibility for expanding it however you like. For a more detailed review: http://mostunreadblogever.blogspot.com/2010/07/tommys-take-on-smallville-rpg.html


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All too often an existing home has far too little attic ventilation and some difficult choices for adding more. We all know the existing, although somewhat old, method of one ft² of net free vent area (NFA) for every 300 ft² of attic floor space and double that if the ceiling plane has not been well air sealed. Whatever that number comes out to be should be roughly divided half high and half low. 60/40 and 40/60 cold country vs ac country are options. But when you are short on vent area and cash, here is a detail not often mentioned.
The NFA is only part of the ventilation equation. The other half is the pressure across those vents. A 10 ft attic will have twice the attic stack pressure of a 5 ft attic. Now, I would have to do a bunch of reading to find out what height attic those old calculations were based upon, but a simple fudge factor would be, short attics need more and tall attics may get by with less.
Feel free to post any references that show how to adjust for attic height, fudge is good but real numbers taste better.
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Hi Joe, just curious, do you have any other vents, like soffit area to allow air to flow in? If not, the two "whirlybirds" are competing for the same air and also pulling air from the house. Even gable vents (in addition to the whirlybirds) would be better than none.
Whirlybirds are no different from any other exhaust ventilation, they need somewhere to draw the air from in order to work properly.
Hey Bud,
A handful of small rectangular eave vents, and 2 larger gable vents (fins directed for air intake). From bottom to top: eave vents, gable vents, 'birds.
As for soffits, I've yet to see any home with them around here, and never got to work in a home that had them either.
The 'birds are a good solution around here, but I always tell people 1) get the ceiling sealed up or say by-by to conditioned air 2) they won't decrease attic temps much or save on AC costs if the ducts are in the attic. They do move a lot of air if set up right.
One of these days I'll try the NFA calculation on my attic setup and see what the results are.
I don't know what number you could apply to the birds. What you have sounds fine. Air sealing and extra insulation would be more productive than adding or changing the venting.
I had a bird many years ago in NJ and it did a good job of helping the house cool down in the evenings. The fact that I could look right up through the vanes concerned me so I installed a piece of plastic below it. Never saw any water. Powder snow seems to be more of a problem in my current cold country, but it doesn't represent a lot of moisture. I don't see a lot of birds up here in Maine.
Bud, Don't sweat any research on attic heights etc. It has already been done. William B. Rose. Water in Buildings: An Architect's Guide to Moisture and Mold (Kindle Location 2469). Kindle Edition; traces the requirement of the 1:300 back to
In January 1942, the Property Standards and Minimum Construction Requirements for Dwellings of FHA was revised. It contains the following section.
He goes on from there to reference Frank Rowley's work at U of Minn. Frank didn't work with attic heights, he worked with a cold plate in a lab. His general conclusions, in 1939 were that a cross ventilation rate of 1:576 over 3 years of 40% humidity at -10° F was not enough ventilation to prevent attic condensation on the sheathing; AND that an unvented attic would require 43 days at the same conditions.
Rose goes on with the story. My take is the 1:300 got picked up and never dropped. It has no real scientific validation.
Get the book, most interesting reading for you. BTW: Professor Rowley was the President of the organization we know as ASHRAE in 1932. His research established everything we know about U-factors and R-Values and was the primary basis for this information in the 1st Edition of ASHRAE Fundamentals in 1964.
John, I've never doubted that the research has been done, but we are still being taught and promoting 1:300. Actually 1:150 where the ceiling has not been properly sealed. Never have I seen accommodations made for attic height. Nor have I seen any other method for calculating vent area. It is another of those super simple solutions that our industry would rather continue to use rather than promote what is correct. Correct being more complex.
Any reference to another method of calculating residential NFA?
Everything that I have read on the subject agrees with what John Nicholas presented. What appears to be a big misconception by many people is that we ventilate a roof to make it "cold" to minimize ice dams. The real reason is that the fiberglass batts allow air to move through them. The air that is trapped in the fiberglass on a relatively warm day (warmer air can hold more moisture) will cool down quickly at night, primarily from radiational cooling to the sky at night. The cooler air increases in Relative Humidity (RH) until it hits the dew point, where the water vapor becomes liquid. Once a liquid, the water has a hard time getting out of that enclosed rafter bay without some ventilation. I believe that Building Science Corp. has a paper on vented roofs, and concludes that if there is at least a 2" air space, there is a chance of having a "cold" roof.
Don't forget that with that ventilating air space, you will still have heat transfer to the roof sheathing by radiation.
A roof cavity that is dense-packed with cellulose should NOT be vented for this reason. Air does not move through dense-packed cellulose. If the cellulose is not dense-packed properly or if there is an intentional air space above it, you will get condensation when there is a large temperature swing between day and night.
The concern with using a fan or other assistance to move air out of the attic space is that it may be sucking warm air from the house as well.
Bud, Read the book. Rose never found any research regarding attic height. He only found cross ventilation. He didn't find 1:300 or 1:150 in anything research wise. He found the first mention of 1:300 in the 1942 guidelines. He found the 1:576 was not enough to prevent under the conditions he stated.
This guy has been researching attic ventilation among other things for years. If he hasn't found the research to support anything, then I have a $10 spot that says it doesn't exist. Notice he specified cross ventilation. Not High or Low or some of each.
Hi John,
I have to apologize but the chance that I'm going to read that book are rather slim. After a months of emergency rooms, echocardiograms, EKGs, blood tests, and a pile of horse pills every day, I'm afraid my backlog of reading is beyond hope. They have me all fixed up, but it will take awhile for my spirit to recover.
I specifically haven't addressed cross ventilation (wind driven) as whenever the wind blows ventilation will be better than whatever the static conditions can generate. Therefore, static is basically a worst case condition. If it can provide a minimal acceptable level, all else is better. As for that minimal level, it has many variables, far too many to go into here even if I knew them all. My point with this discussion is that we are taught 1:300 to provide a minimal amount of NFA. That NFA provides static air flow based upon the height of the attic. If we are to ignore height then we (Rose) are saying that static air flow is insignificant and only the wind should be considered. Unfortunately that doesn't work everywhere.
Rose was not saying anything about height, NFA or cross ventilation. Rose was summarized the history of attic ventilation research as he found it. Rose did no actual hands on research. He read what Rowley and other conducted.
Rose concluded, based on his research, there was not much research done to supper the 1:300 or most other things we have written into the codes over the years.
He was not saying this is good or this is bad. He was saying this is what I found. "No research to support … "
Sorry for the delay John.
If we accept that there has been no research to support the 1:300 (or other) guideline, then why is this such a definite number we should follow? Some of the recent discussions on vapor retarders (there have been many) are good examples of accommodating a variety of climates and weather conditions. Shouldn't we be doing the same with attic ventilation?
I have never lived in an area of heavy fog, but I cannot imagine inviting that rain cloud into my attic. Attic height is just one of a number of variables which should be discussed and considered when determining how much (if any) natural ventilation is required.
Then there is the "often discarded" option of some form of mechanical ventilation. A modest level of mechanical ventilation with a reasonable amount of NFA produces very little change in attic pressures, and in the case of an ac dominated hot climate, that change reduces the house to attic pressure.
Have you or anyone seen a comprehensive list of what should be considered when deciding how much NFA to install?
We use it because we are stuck with it! No one likes change! No one really understands why attic ventilation needs to happen. How to make it work correctly or the problems with incorrect work on the attic enclosure.
We do not realize the problems we create for ourselves because we do things the way we were taught, they taught us that way because they were taught that way and so on.
It all goes back to 1942 and the FHFA picking out a number of 1:300 because it was half of a number and twice another number. Like "Why do we test houses with a blower door at 50 pascals?" Answer: "Because we couldn't get results at 75 pascals!" Stolen from someone, probably Dr. Joe.
It has gotten entrenched into code and we are stuck.
It is also indicative of a larger problem.
In codes, everyone likes simple prescriptive stuff like: "30 amp circuit requires X gauge wire!" Easy to read, remember and assess when you inspect it.
With Energy, not so easy. Is more insulation in the attic OK? Does it make up for eliminating the insulation (the type I don't like) HERE? Maybe, maybe not!
It is the difference between assessing an end result "No condensation in the attic, so vastly reduced chances of Mold" AND the prescriptive "1:300"!
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When I was guiding I would quite often explain to clients that they will get way more education per dollar spent in a private or semiprivate day than in a group lesson.
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I just got my wireless printer to work with the XO and I can print from Firefox and UCBLogo but not from Abiword. I access Abiword using the "cntrl-N" trick and the Print Preview and Print icons on the toolbar are highlighted suggesting that it thinks a printer is available. Unfortunately nothing happens at the printer and no job appears in the printer queue. Any ideas or suggestions?
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This past weekend, we were lucky enough to be in Fort Lauderdale, Fla. for the grand opening of B Ocean hotel, which soft opened in January and is the first in a new brand of hotels.
It's a great-looking hotel with all the signs of modern trendiness: it's white, it's minimalist and austere, and the lobby brightens up with colored lights come nightfall.
The hotel is right across the street from a great beach, and every single room has a beautiful ocean view -- no rooms face the back of the hotel. The personable Holli Ugalde (winner of Hell's Kitchen Season 7) helms the casual B'stro restaurant (which will appear in every B hotel), and across the lobby is the dimly-lit, delicious Saia, serving inventive (if expensive) sushi and hand-crafted cocktails.
But while it looks like a hip W hotel, it's actually playing to a slightly older audience. The hotel is catering to the 30 - 70 crowd, which may sound like a huge range, but that's excatly the point: B Ocean prides itself on being a destination that everyone will enjoy.
Unfortunately for the child-less, that means that everyone is welcome, including families. They fill up the pool on weekend afternoons, and can also be found at the sexy Saia sushi restaurant in the evenings. That's when it becomes clear that despite appearances, this is no W hotel. That's good news for families though -- B Ocean is definitely more family-friendly than its looks would let on.
Stay tuned for more B hotels popping up in the years to come, each one named for its location. B Mountain perhaps? B Central Park? Who knows! We just know that you should B excited about it.


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Dingus Milktoast wrote:See Doug I KNEW my words would have no effect. There is nothing I can say to tamp down that snake worry you have. Its not rational and you know it and still, there it is. I have my own fears, some less rational than others. Snakes ain't one of em though.
nice pic BTW. Thinking about possible harm, I just realized that I worry a lot about Poison Oak here in SoCal since my kids tend to run off the trail all the time. And I've seen many really bad and serious cases of Poison Oak reactions.


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This photo of Peaceful Paradise is just the thing to inspire getting out into nature, surrounded by forest, water and quietness. While this particular tent location might not be the spot for everyone, it certainly has something special about it. Sleeping above the water would be a whole new experience, you would most likely hear the water below you, and there would be nothing quite as serene as the peacefulness of it. It does, however, look a bit tricky to get out of the unique tent location, and wouldn't be good for people who are prone to sleepwalking. These tents are an amazing concept in outdoor recreation, allowing its users to set up in all sorts of locations from high up in the trees, rockfaces, above water and more. The location where you set up your tent is only limited by your imagination. This tent would work great high up in a tree, the perfect treehouse location, where you could hear the rustling of the leaves and the birds at a whole new level. While this unique tent might not be for everyone, it does open up a whole new world of camping locations and off grid life ideas.
Seeing this tent location gives a whole new meaning to off grid life ideas, and spending more time in nature. So many of us these days live busy lives, commuting, working and always on the go. It is important for everyone to spend a bit of time in nature. Off grid life, without being hooked up to the grid is a good way to be quieter and gain a certain respect for nature and what we have to do to protect the world we live in. A vacation where you put away your electronics and stay in nature is a good lesson in slowing down and respecting nature. With global warming and climate change being an important issue that we can't ignore, spending some time in nature can help people remember to live a bit more simply. There are many ways to live the off grid life. From using a green roof on off grid houses to keep your house warm and, more energy efficient to installing solar panels.
Living in houses off the grid typically means that the off the grid houses is not connected to the main power grid. Living an off grid life typically means that the off grid houses are not connected to the main power grid. Off grid houses typically means that the houses off the grid are not connected to the national or main electrical grid. Off the grid house plans can rely on alone power systems or mini-grids. Off the grid housing electricity is an approach to access electricity that is used in some countries and areas that have little access to electricity, due to scattered or distant populations. Off the grid house plans can refer to living in off grid house plans that are self-sufficient, without reliance on one or more public utilities.
This is just one of the inspiring photos you will find on the "Living Outdoor" site. This site started in 2012 and has a variety of different local/travel homes and stories from all over the world. On this site, you will find all sorts of off grid life photos and ideas from log houses, stones house, timber frame houses, stone fireplaces, chalets, log cabins, mountainside homes, and more. You will also find treehouse, pod homes, treetop walkways, camping photos, solar power, riverside homes, mountains, oceans, gypsy caravans, tiny houses, tiny houses on wheels, VW camper vans, and so much more. *


text: The Grombergs are a highly successful family--except when it comes to communicating with each other. Alex Gromberg is a man caught in the middle. Navigating the tricky, ever-changing roles of father, son, and husband, he's trying to avoid the mistakes his father made while coming to terms with the ones he's already passed on to his own sons. Alex's wife, Rebecca, is a psychologist trying to balance a professional life with her marriage and raising her kids. Mitchell Gromberg, the patriarch and a retired partner of one of New York's leading law firms, is having difficulty coming to grips with his mortality. Evelyn is his devoted wife and has been his emotional rock throughout their marriage--and the peacemaker between him and Alex. Asher Gromberg, Alex's eldest son, is a rebellious college student trying to cope with life, love, and sex in a confused society. And Eli, Alex's 11-year old, is perhaps the "oldest" and most levelheaded of all the Gromberg men. Three generations of an American family, they all live separate lives, each in their own dysfunctional way. But every once in awhile, there comes a time to come together--to celebrate, to laugh, to fight, to cry, and to care for each other.


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Finding these kinds of things are what trials are for, of course, but since these will be implemented all over Europe and North America in the next few years it is worth paying attention.
A recent trial in the Netherlands to test the new biometric passport has revealed several practical problems and some technical flaws.http://www.digitalmediaasia.com/defa...rticleID=10271Some technically savvy participants of What the Hack, a recent gathering of hackers in the Netherlands, demonstrated methods that could be deployed to remotely access and steal details from biometric passports, or falsify them.
DigitalMediaAsia :: 19/09/2005


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I gave the following statements in the sql prompt
SQL > update tableA set columnA=XXXXX ;
SQL > truncate table tableB;
SQL > rollback;
I know that, tableB cannot be rollbacked. But I want to rollback the update statement given in the tableA. Due to the auto commit in the truncate statement, the first update statement also committed automatically.
Can any one explain, why I am not able to rollback the first update statement? Is there is any oracle document saying that, all the transaction before the truncate statement are automatically committed?


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By Derek Gionta: Made Men Promotions returned to the Serbian American Cultural Center in Weirton, West Virginia on Saturday night, hosting their second professional boxing show in front of a nice local crowd. The night featured Wheeling, West Virginia's Ronell Green in a six round featherweight attraction, while the undercard was loaded with five fights featuring the region's top local heavyweight talent.
Promoter Angelo Magnone, a former college football player at Bowling Green State University, also made his professional debut following a short, undefeated amateur career.
Wheeling, West Virginia's Ronell "Supermean" Green, 6-0 (3), out pointed a tough Toledo fighter in Micah "The Real Deal" Branch, 1-6-1, over six competitive rounds. Both fighters of similar stature and skill sets went toe to toe in the night's main event. Branch, whose record is deceiving, came out early throwing a looping right hand to the head of Green. Green maintained composure and boxed behind a stiff jab, and firing combinations behind it. Branch reciprocated much of what Green had to offer throughout the fight's duration but seemed slightly outgunned in four of the six rounds . The judges scored the fight 58-56 x 2 and an inexplicable 60-54.
In the evening's co-feature, heavyweight Joshua "Too Tuff" Tufte, 12-0 (6), of Kernersville, North Carolina earned a ten round split decision victory over West Virginia's Daniel "The Mountain" Martz, 7-1-1 (6). The win gave Tufte the NABA and USBO heavyweight belts. Martz, at 6'7" tall, did his best to keep the fight at distance, while carrying his jab around his waist level and firing straight right hands. Tufte did a good job of working his way inside while counter punching his much taller foe. Neither fighter looked in much danger of hitting the canvas at any point during the fight. The final scores were 96-94 both ways and 97-93 for Tufte.
Pittsburgh's Ed Latimore, 3-0 (3), scored a knockout over West Virginia's Christopher White, 1-1 (1), in the evening's fourth bout of heavyweight action. Latimore pressured White, slipping and weaving his way inside and landing crisp power punches to the head and body. The final knockdown kept White down for the 10-count in the second round.
Ohio Heavyweight Josh "The Sandman" Stansbury, 2-0 (2), scored a dominant knockout victory over Cleveland's Toby Vaughn, 1-8 (1), in the opening seconds of the first round as he swarmed and overpowered his opponent of similar height and weight.
In the second bout of the night, debuting Steubenville, OH heavyweight/promoter Angelo Magnone, 1-0 (1), scored a third round technical knockout over Youngstown's Brandon Winner, 3-8. Magnone put the pressure on Winner and landed heavy blows, which eventually caused a cut over the left eye of Winner, prompting the stoppage in between rounds.
In the opening bout of the night Pittsburgh heavyweight Fred "Bad Boy" Latham Jr., 3-0 (2), punished Cincinnati's Michael Davis, 1-16, over four one-sided rounds en route to a unanimous decision victory. Latham kept his shorter opponent at bay for much of the duration while scoring knockdowns in the second, third, and fourth rounds with a series of combinations to the head and body. Latham kept the fight in the center of the ring and knew when to pull the trigger, trapping Davis on the ropes on various occasions. Latham now has ten official knockdowns in his young career. All three judges scored the fight 40-33.
April 20, 2013
© 2000 - 2011 Knockout Entertainment Ltd & SecondsOut.com


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Lisa Harriton - A Smash Hit with the Smashing Pumpkins
Long before joining one of the biggest, multi-platinum-selling bands of the 1990s, Smashing Pumpkins, Los Angeles native Lisa Harriton had already established herself as a respected jazz pianist and singer.
Her jazz background may seem to some an unlikely pairing with the Pumpkins' sound, but her voice and style on the keyboards caught the ear of bandleader Billy Corgan right away. In 2007, she debuted as the band's keyboardist and backing vocalist.
With a knack for melody and harmonic textures, Lisa is a key element of Smashing Pumpkins' experimental style, which ranges from driving, distorted guitar hooks to extended jams and full-on orchestral arrangements. As she embarks on their latest world tour, on the road with her is her essential keyboard—Roland's RD-700GX Digital Stage Piano.
"The first keyboard that I ever purchased was actually the RD-600 ten years ago. There's been so many improvements since then! One of the things that drew me to the Roland brand was the touch of their weighted keys. Coming from an acoustic piano background, the touch was really important to me," says Lisa, "With the RD-700GX, I really love that I can customize a piano sound, which you can't do with other keyboards in the same way."
See Lisa in action, and to hear more about how she uses Roland keyboards to amp up Smashing Pumpkins' sound.


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Holiday Season Ends on Positive Note for Retailers, According to ShopperTrak
— Retail Sales, Foot Traffic Increased this Season —
By: PR Newswire
Jan. 9, 2013 10:20 AM
CHICAGO, Jan. 9, 2013 /PRNewswire/ -- More shoppers spent more at the cash register during the 2012 holiday season than they did the previous year, according to ShopperTrak, the world's largest counter of retail foot traffic.
ShopperTrak estimates that during the holiday shopping season of November and December 2012, national retail sales increased 2.5% and foot traffic also increased 2.5% when compared to the same two months last year. ShopperTrak's initial data indicates that shoppers spent $248.8 billion during this period. The U.S. Department of Commerce will release its December GAFO sales numbers in February.
The 2012 holiday season marked the third consecutive year with positive total retail sales. It also was the second holiday season of the past three with positive foot traffic changes.
"Our data indicates that more people visited more stores this holiday season than the previous year," said ShopperTrak Founder Bill Martin. "Retailers who understood their foot traffic were able to staff, stock and market to best serve their customers, ultimately converting more of the browsers into buyers."
Strong End to the Season
The 2012 holiday season had the longest interval possible between Black Friday and Christmas. Within these 32 days, shoppers had an extra weekend of holiday shopping. As a result, many consumers procrastinated in finishing their holiday shopping.
But once the late-bloomers headed out to stores, their last-minute shopping and post-Christmas exchanges drove large increases in both retail sales and foot traffic during the final days of December. ShopperTrak forecasts that for the week ending Dec. 29, sales increased 18 percent and traffic increased 14.4 percent compared to the same period last year. This indicates the largest year-over-year increase of the holiday season.
"Heavy discounting by retailers at the end of December led to increases in shopper activity across the board," said Martin.
Indeed, ShopperTrak estimates that three of the busiest foot traffic days occurred in late December. Though "Black Weekend" held its own – Black Friday, Nov. 23, retains the top spot and Saturday, Nov. 24 comes in as the fifth-busiest traffic day – the weekends leading up to Christmas saw the most shoppers at stores and malls. ShopperTrak reports that "Super Saturday," Dec. 22, was the second-busiest shopping day of the season, followed by Saturday, Dec. 15 in third and Sunday, Dec. 23 ranking fourth.
Similarly, the top sales days of the holidays took place largely toward the end of the season. Black Friday again led the pack, followed by Super Saturday. Dec. 23, Dec. 21, and Dec. 15, in that order, rounded out the top five best sales days of the holidays. They helped to close the holiday season on a high note, according to Martin.
"The presidential election and Hurricane Sandy drew consumers' attention away from shopping at the outset of the holiday retail season," said Martin. "However, lower unemployment, higher consumer confidence and stable gas prices positively influenced shoppers to make purchases this holiday season."
For more information about ShopperTrak's holiday season data and more, visit booth 2229 at the National Retail Federation's Big Show, taking place Jan. 13-16 at the Javits Convention Center in New York, N.Y., or visit www.shoppertrak.com.
About ShopperTrak's NRSE
ShopperTrak measures foot-traffic in more than 50,000 global locations and analyzes the data in a proprietary, econometric model to create its ShopperTrak National Retail Sales Estimate™ (NRSE) of general merchandise, apparel and accessories, furniture and other sales (GAFO). Its estimate precedes the federal government's official reports by several weeks.
About ShopperTrak
ShopperTrak is a retail technology company that anonymously counts people, analyzes data and identifies opportunities to increase revenue for retailers, mall developers and entertainment venues. Founded in 1995, ShopperTrak counts billions of shoppers annually in more than 50,000 locations across 74 countries. The Chicago-based company has more than 200 employees with offices in High Wycombe, England; Dubai, United Arab Emirates; Shenzhen, China; and San Francisco, Calif. Find out more at http://www.shoppertrak.com.
SOURCE ShopperTrak
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Allison is a shy and sweet girl. she tweets on of her...
Song of Hope - sequel to Love Song
- by Ikbenaukje
- Rating:
- Published: 27 Apr 2014
- Updated: 9 Jun 2014
- Status: In Progress
this is the sequel to Love Song. Allison gets a baby girl and along the book we find out more about her life and struggles.
Join MovellasFind out what all the buzz is about. Join now to start sharing your creativity and passion
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2016 Ram 1500 Big Horn Crew Cab Short Bed
3.0L Ecodiesel V6 * Heated Cloth Buckets * Heated Steering Wheel * Remote Start
About This Ram
2016 Ram 1500
Big Horn Crew Cab Short Bed
|Used Clear Title
|8 Spd Automatic
|Four Wheel Drive
|Exterior Color
|Granite Crystal Metallic Clearcoat
|Diesel Gray/Black Cloth
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|Balance of Factory Warranty
Vehicle Overview
- 3.0L Ecodiesel V6..
- 8 Speed Automatic 8HP70 Transmission..
- 24,000 Miles..
- 1500 Series..
- Crew Cab..
- Short Bed (5 ft)..
- 4x4..
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- Front Heated Cloth Bucket Seating..
- One Owner..
- No Accidents Per Autocheck..
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- Factory 8.4" Touchscreen Display..
- Navigation Capable-Contact Dealer For Details..
- Satellite Radio..
- Media Hub (Aux, USB & SD Audio Input Ports)..
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- Granite Crystal Metallic Clearcoat with Diesel Gray/Black Cloth Interior
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Neuron Culture
Tag archives for TRiM
After a rather intense two months of long-form work, I'm so far behind on blogging I don't know where to start. Forget the last two months and move on? Probably the best move. But beforehand, I want to note a few developments along major lines of interest. I'll start with PTSD. Amid the stagnation on…


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I just visited with Dan Aykroyd over at the House of Blues on the Sunset Strip for an interview for an upcoming feature in the Los Angeles Times (you'll be able to find it here on the Hero Complex as well). We talked about a wide range of topics, but I didn't want to wait on this update about the third "Ghostbusters" film, which is moving forward after so many years.
Aykroyd said Sigourney Weaver is on board now, as are the original squad of ectoplasmic specialists — Aykroyd, Bill Murray, Harold Ramis and Ernie Hudson. Murray's presence was the pivot point in making a third film happen. He holds a one-fifth controlling interest in the property rights and has been seen as the most reluctant to return to the paranormal comedy. Aykroyd said that is true but that it's more nuanced than the public portrayal of the situation.
"I don't put not making the third movie on Billy. We can't do that. I've been very busy. Harold's been busy, Ivan's been busy. And a third script really didn't coalesce properly. And Billy, you can't blame an artist for not wanting to do the same thing again. He did two of them, for God's sake. Although I'm the biggest cheerleader as the originator of the concept but I've never begrudged Billy not doing a third movie. I never said he held it up or that he refused. Hey, listen, he's an artist. You can't force somebody into it. I'm sorry he never read my third draft because I thought it was pretty good but, look, now we're at a point that there's a story that he can accept and that's going to work, and I think we're going to be in production fairly soon. We could be in production by winter."
The script is by Lee Eisenberg and Gene Stupnitsky, the writing team behind the upcoming Jack Black/Michael Cera movie "Year One" (directed by Ramis), and Aykroyd is enthused about its premise of a new generation of Ghostbusters taking over the duties of the aging team. Aykroyd said he wishes Ivan Reitman would return to direct the third film in the series but that he's "too busy as a mega-producer" to take it on; his second choice is Ramis, who, of course, co-wrote the first two "Ghostbusters" films with Aykroyd and has numerous directing credits, most notably "Groundhog Day" and "Analyze This." "He has a lot of things going on, but it would be wonderful to see him do it."
Aykroyd says he believes the movie will move forward but that he has also learned that "at any second everything could blow up." The details of story are still in play, but Aykroyd said he's hoping for a five-member "new generation" team with several female members. "I'd like it to be a passing-of-the-torch movie. Let's revisit the old characters briefly and happily and have them there as family but let's pass it on to a new generation."
Who does Aykroyd think would be good in the jumpsuits? Aykroyd mentioned two names, Alyssa Milano (who is a voice in the upcoming "Ghostbusters" video game) and Eliza Dushku. "I think they're amazing," he said. "And I'm excited about the whole idea of getting this done."
–Geoff Boucher
"Ghostbusters," the videogame and the Bluray release
"Dune" and "Robocop" are among 1980s film revivials
Will Ferrell goes to the "Land of the Lost"
"Galaxy Quest" was a worry for new "Star Trek" team


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One-pot meth plague on rise in NHBy SHAWNE K. WICKHAM
New Hampshire Sunday News
September 21. 2013 11:03PM
Police in communities across New Hampshire are seeing an alarming increase in "one-pot" methamphetamine labs, and they warn of a growing risk to public health and safety.
"We have found them out in the woods; we've found them in vehicles; we've found them in multi-family dwellings; we've found them in hotels; we've found them in commercial buildings. That's how portable they are," said Trooper 1st Class Matthew Partington of New Hampshire State Police.
Partington, a member of the state police bomb squad, estimated investigators have busted 40 to 50 one-pot labs over the past year. In fact, he said, "New Hampshire leads all the other New England states in lab seizures."
In recent headlines:
-- A Thornton man was arrested after allegedly cooking meth just feet from a child's portable crib.
-- A 56-year-old Gilford man was arrested on felony drug charges after a raid by local, county, state and federal authorities.
-- A three-story apartment building on Manchester's West Side had to be evacuated after deputy sheriffs serving a warrant discover a meth lab inside.. And a routine traffic stop in Bristol led to the discovery of a large amount of meth, cash and drug-related items and the arrest of the driver.
Partington is on the state's Clandestine Laboratory Enforcement Team, a multi-agency effort overseen by the Drug Enforcement Administration. He attended specialized training in handling meth labs in 2005, when police in many states were confronting large-scale labs.But after a new federal law regulated the sale of pseudoephedrine, a key ingredient in both decongestants and meth production, the problem seemed to disappear here, Partington said.
Problem resurfaces
Then, on April 6, 2010, authorities encountered an entirely new way of producing meth, during a raid at a Franklin apartment building. "They call it the one-pot or the shake-and-bake method," Partington said. "It's a much easier process but a lot more volatile."
The Franklin raid, during which a fire broke out, was believed to be "the very first one-pot incident in all six New England states," he said. "That's where everything started."
But what began as a Lakes Region problem has spread across the state, Partington said. "One person will teach a few of their friends how to do it. Those friends teach other people. It's like a pyramid," he said.
Sgt. Chris Jacques of Gilford police said once meth comes into a community, it spreads like a virus. "A lot of people are doing it just to supply themselves," he said.
"We're not talking about the 'Breaking Bad' traditional or older-school labs that are creating large amounts of meth, clearly for distribution," he said, citing the popular TV show in which a chemistry teacher becomes a drug kingpin. "You can make this stuff in a very small bottle at this point."
While the amount of meth produced in any one batch may be small, the risks to the public are great, officials say.
Users typically mix chemicals, which produce toxic gases and are extremely volatile, in plastic bottles. When the "cook" is finished, he or she often tosses out the evidence along roadways or in wooded areas, where road crews or children could encounter it.
State Fire Marshal J. William Degnan said meth labs have started fires in New Hampshire in recent years, including a 2010 blaze that destroyed a barn and attached apartment in Hill. "We've had it from the smallest towns in the state to the large cities," he said.
The danger is of "great concern" to those involved in protecting the public from fires and hazardous materials, Degnan said.
"You can have materials that are discarded on the side of the road, and somebody's picking up the trash on the side of the road, and they could shake up a bottle that ends up exploding on them," he said.
Poses general danger
This new kind of meth production also poses a risk to first responders - and unsuspecting neighbors - who may be exposed to toxic chemicals or flash fires, if the materials ignite, he said.
"It's put it in places that you normally would not have seen that, and it puts it where a large part of our population is," Degnan said. "It knows no boundaries."
"I don't think most people realize how dangerous the chemicals are and how volatile they can be," said Thornton Police Chief Aimee Moller, where police discovered a one-pot lab just four feet from a child's crib.
Part of the danger lies in how mobile these operations are, she said. "People have been known to drive around in their cars while they're making this. It can be hidden in a backpack."
Meth use is not confined to one demographic, Moller said. "We're seeing some early 20s up into 40s and 50s," she said.
Laconia Police Chief Christopher Adams said meth had largely disappeared in his city, but started making a comeback two or three years ago because of the one-pot labs.
The toll on the community can be enormous, Adams said, from the costs of health care and the justice system to the local businesses that have to be evacuated while first responders clear a dangerous scene.
Destroys families
Then there's the human cost, how it wrecks the lives of addicts and their families, he said. "Meth takes over their life, and that's all they care about.
"They don't care about eating. They don't care about taking care of themselves. It's just their next hit."
Bristol Police Chief Michael Lewis said meth "appears to be the choice drug as of late." He, too, worries about the risk to the public and to first responders.
"When an individual is using this drug, his or her mindset is certainly not where it should be in the first place," he said. "And to have these chemicals being mixed in apartments - not in laboratories, not under the supervision of technicians - it is a recipe for disaster."
Partington said he doesn't watch "Breaking Bad."
"On a personal note, I take a stand against watching it, having seen in real life what it does," he said.
"Methamphetamine is one of the most addictive drugs that is out there. It breaks down the human body. I've seen that. I've seen it break apart families," he said.
Seeing the children of meth users is the most heartbreaking part, police said.
"To see these young kids sitting in apartments where drugs are spread out all over the place in the middle of the day...," Adams said. "Not only is it dangerous - they can grab these drugs and consume them - but this is their life. This is the environment that they're living in.
"And guess what? In 10, 15, 20 years, where are they going to be? The exact same thing their parents are doing."
Crime Public Safety Health Social issues Top Section Stories


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|2011-08-05, 07:17
|Link #1082
Senior Guest
Join Date: Jan 2009
Location: Athens (GMT+2)
Age: 29
|2011-08-07, 10:39
|Link #1084
Itadaki-nyaaa !!
Join Date: Apr 2008
Magma is/was supposed to be another 5v5 map with the same objectives as summoner's rift (killing opponents nexus).
So maybe what he meant was that a whole new gamemode+new map is better than just a new map for an existing gamemode. Remains to be seen whether Dominion is really going to be a truly fun experience that will pull people our of their rift-comfort-zone.
Kinda sad though that development for magma chamber is on hold, I liked the layout and style.
|2011-08-08, 10:10
|Link #1087
Senior Guest
Join Date: Jan 2009
Location: Athens (GMT+2)
Age: 29
Panth spear fixed crit: execution time! HSS gets buffed too, although its damage is nerfed even further...but we'll see. Most happy about Nasus buffs, wonder what they'll do to make him a viable proper jungler, even I take a bit too much time if I am to play it relatively safe in the jungle.
EDIT: About the second dominion vid, starting at LV3 will definitely make an impact for casters...looking at the map, it's a ring with no jungle -creeps-, so the map will be perfect for champs who like to litter (see Shaco/Teemo) and it seems like people with haste will have a great advantage here. Five capture points- one for each champ to defend? Interesting...
Last edited by Kafriel; 2011-08-08 at 13:46.
|2011-08-08, 20:52
|Link #1088
Itadaki-nyaaa !!
Join Date: Apr 2008
Patch notes released...
I have the feeling they overdid the Pantheon buff. I know he is really weak in his current state but this ? As someone playing squishy champs most of the time I fear for my well-being
Also, I find it strange that Riot didn't change Nasus' lategame like they did with Kayle last patch since she was in a similar position having a weak earlygame but once farmed enough a beast-like lategame. Now he'll have it easier becoming that unstoppable force, expecially with his jungle more viable.
Liking the Morgana buffs, though. Looking forward to play her again.
|2011-08-08, 21:38
|Link #1089
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 31
12 buffs and only 2 nerfs? Did Riot smoke something?
Pantheon's buff is scary, honestly. I don't know how it will play out, but from the number I smell big trouble coming. It's that feeling when you see Olaf running toward you and your Flash is on cooldown.
Love Garen's buff, though. I'll get him after I get Yorick.
|2011-08-09, 01:45
|Link #1090
Senior Member
Join Date: Mar 2007
Location: Australia
Age: 35
EDIT: Epic Skarner pull.
Last edited by killer3000ad; 2011-08-10 at 06:51.
|2011-08-12, 11:57
|Link #1091
Senior Guest
Join Date: Jan 2009
Location: Athens (GMT+2)
Age: 29
That pull is the definition of EPIC!
Pro question: how do you stop Tryndamere once he gets his full build? Team had CC but he had cleanse and could 2HKO the supports and carries, and 5hko the tough deeps (no true tank in team), and after acing us, he camped outside the fountain and we couldn't make a move until all five were back, at which point he'd regroup with his team...pwned really hard, surrendered eventually
|2011-08-12, 12:58
|Link #1092
Join Date: Nov 2008
Location: Somewhere between heaven and hell !
Well , i'll say , keep your exhaust till he uses his cleanse for a stun/slow something like that and then use it after 3s , use ignite too , focus , -stun- , instant kill.
But it depends on team compo.
Anyway , i tried Skarner jungle , he can jungle but he's not very good , he's slow and he needs mana. Dunno at top.
Pretty hard to build him good , cuz his ratios are AP except the first Q.. so hybrid offtank.
Will try full AP for fun.
|2011-08-12, 13:09
|Link #1093
Senior Guest
Join Date: Jan 2009
Location: Athens (GMT+2)
Age: 29
Didn't buy Skarner, love his earthrune skin though...don't see him much in any kind of game, seems average from the little I've witnessed.
|2011-08-12, 15:05
|Link #1094
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 31
Otherwise, you really need a true tank, and at least 1 disable/exhaust.
|2011-08-13, 00:40
|Link #1095
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
Yeah, Tryn is currently the hardest carry in the game. If he's that fed and can counter your CCs, you better hope your entire team can start affording Thornmails. That way, he'd have to practically kill himself just to kill 1 tanky deeps, thus forcing him to ult and run away from battle.
This is of course all assuming he's DPS Tryn. The other Tryn, Hybrid, used by some high elo players and popularized by Tinker Goes Pew in normals, is much harder to defend against. But thankfully, he doesn't carry as hard... though still a force to be reckoned with if fed.
As someone has said, it's better for you to prevent him from getting there.
|2011-08-13, 01:04
|Link #1097
Anime Snark
Join Date: May 2006
Location: Singapore
Age: 35
After many games against the AI in an attempt to get a better feel of the game mechanics, I finally plunged into the void known as PvP and won my first game. Sure brings back memories of DotA back in the days... when playing against the bots was sometimes more challenging than playing against actual humans.
Our side had 2 first-timers in PvP, me as Leona and another as Pantheon. The rest were Corki, Wukong and Kog'maw. The opposing team had 1 first-timer, a Veigar, with Warwick, Kog'maw, Wukong and Sion.
The main deciding factor was that we were more interested in downing the towers than they were. Remember folks, kills alone don't win you the game.
|2011-08-13, 01:41
|Link #1098
A Proud Lolicon
Join Date: Dec 2006
Location: In front of my computer
Age: 31
|2011-08-13, 01:50
|Link #1099
Senior Guest
Join Date: Jan 2009
Location: Athens (GMT+2)
Age: 29
Co-op VS AI has a few advantages over normal players:
1) Most important to newbies, zoning. Ever wonder why that Soraka bot gets a rampage going at 5 mins? It's because her minions kick your ass :P
2) Denying exp. Bots will hunt you down to your turret, and while you lose exp for tower hugging, they're still in range to level up.
3) Lightning reflexes. If you ever play Kassadin @ bots, Annie Bot will drop her RWQ on you before your silence orb reaches her...
4) Map awareness, they see through the fog of war and will gank if given the chance.
5) Fixed items, always full gear @ 30 mins.
Now, player advantages:
1) Coordination, obviously. You'll never see bots counter-jungling unless you're doing drake/baron and they're nearby.
2) Control of the flow. No matter how hard you get pushed by bots, it's nothing compared to the feeling you get when you can't step outside your base because you know that Akali's gonna gank you.
3) Laning. Bots will always overextend, normal players will only last-hit and harass, unless they can get a kill without risking much. Kinda bad since Riot wants this game to be on the active side, but it can't be helped since people find it pro.
4) Flash. Bots never take flash. You'll one day find yourself getting wtfpwned by a team flashing in your face, it's an amazing feeling^^
5) Use of brush. Pretty much 15% of what makes LoL what it is.
6) Making sure the carry is fed
I've had trouble in both playstyles, more often in bot games than normal ones due to matchmaking pairing me up with some LV4 and LV6 summoners, or the trolls that infest co-op VS AI. In most normal games, everyone does whatever they want until we get pushed down by 2 turrets, and then begins the counter-attack...lost 20 bot games and about 220 normal ones. Last normal I went 4/4/25 with Galio, assisted FB in brush, warded, did all the things that eventually lead to an overwhelming 50/26, and out of all the enemies, only Singed built Banshee's, despite their team losing 2 TF to double ult from me and GP.
EDIT: With the new patch, Nasus is supposed to have better jungling potential, but I still can't do it. Any advice on routes, items, runes and masteries?
Last edited by Kafriel; 2011-08-13 at 03:40.
|league of legends, lol
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