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A phenomenological sequel
Does climate sensitivity depend on the cause of the change?
Can a response to a forcing wait and then bounce up after a period of inertness?
Does the existence of an 11-year time-scale prove the existence of solar forcing?
Why does the amplitude of the secular response drop when a long-term trend is added?
These are perhaps some of the questions that we might hope to see discussed in the sequel to the sequel on solar forcing by Scafetta & West (S&W), a few of which have been discussed before here and here. (I still think those earlier studies were seriously flawed and showed a lack of scientific understanding, by the way).
This time S&W present a set of new arguments and a new set of results which are scattered all over the place. The impression from reading their paper is that the upper range (they call it 'upper limit') is probably more representative than the lower estimates for the solar contribution to the global mean temperature.
I think that many of their arguments, on which this impression is built, are shortsighted. For instance, they claim that certain climate reconstructions must be wrong because they give 'unphysical' answers. But there is another explanation too that they did not contemplate: their idealistic (one may also argue unphysical) model may also be wrong! Thus, they fail to exclude other explanations.
S&W attach the ACRIM Total Solar Irradiance (TSI) product (not the PMOD product, probably because that does not show any trend) to a TSI reconstruction (Lean 2000 TSI [see Lean, 2004], or Wang et al., 2005) in such a way that the average reconstructed TSI value over 1980-1991 corresponds with the ACRIM mean for the same period – never mind the discrepancies in trend and that such cavalier stitching of data series is one of the deadly sins in climatology (hint: the series is inhomogeneous).
One new aspect of this S&W study is the focus on 'feedbacks'. They assume the TSI reconstruction is a proxy for the total solar influence and that CO2 is part of a solar 'feedback' (isotope ratios suggest the CO2 comes from deep underground reservoirs, but it's not clear how the sun manages to dig up this carbon from deep below Earth's surface).
S&W maintain that the climate response is greater for longer time scales (which is reasonable) as illustrated in their figure 4 (reproduced below), and assisted by the simple model illustrated in this figure, they argue that the present warming is a delayed response to past solar changes (presumably before the 1950s). But it is unclear why the temperature then flattened out and even dropped a little between 1940-1970 at the time when it really should have increased fastest. One could argue that something else also happened then, but for an unknown reason, this forcing then seemed to have a shorter relaxation time. Why such an interference would give a quicker response than a solar signal is unexplained (the response to volcanoes is fairly prompt, however).
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5 Grenades Grenading (EWR)5 grenades "grenading" and a partridge in a pear tree! Not one, but 5 inert grenades were discovered in a passenger's checked luggage at Newark (EWR). Read here and here why even inert grenades at the airport are a problem even though they can't explode. In a somewhat related incident at LAX, an expended smoke grenade was found in a passenger's carry-on bag.
I'm sure you've heard the "What's In Your Wallet" commercials…Well, a frustrated passenger at Boston (BOS) stated he had a bomb in his wallet. The police ended up citing the passenger, so while there was no actual bomb in his wallet, there is now less cash…
Not counting all of the usual items our officers find, this week they also found stun guns, firearm components, ammunition, replica firearms, brass knuckles, a belt buckle knife, a brass kubotan containing a 2½-inch double-edged knife, switchblades, butterfly knives and batons.
|Sword Cane (COS)
One could say a passenger was "foiled" after his knife was found in his carry-on bag inside a box wrapped in tinfoil at Columbus (CMH). The passenger actually admitted he was trying to conceal it from us.
Aluminum foil may protect you from aliens and mind rays, but it's not going to hide anything from us in the X-ray.
|Foiled Knife (DEN)
Belt Buckle knife at Newark (EWR). It's a belt buckle. It's a knife. It's a belt buckle, it's a knife. and so on...
|It's a knife. It's a Belt Buckle. (EWR)
Our officers found 25 loaded firearms and 4 unloaded firearms in carry-on baggage since I posted last Friday. Here's a rundown of the 29 firearms our officers kept off of airplanes this week:
- 12/2: BTR – Loaded .40 - BNA- Loaded .40 w/ One Round Chambered - LAX - Loaded .40 w/ One Round Chambered - BZN – Loaded .380 - SJC – Loaded .38 - IND - Loaded .40 w/ One Round Chambered - RSW - Loaded .38 - CLE – Unloaded .38 - DFW – Loaded 9mm w/ One Round Chambered - MIA - Loaded 9mm w/ One Round Chambered
- 12/3: DEN – Loaded 9mm
- 12/4: DEN - Loaded 9mm - BNA – Unloaded .25 - MCO - Loaded .380 - MEM - Unloaded .38
- 12/5: No Firearms Found!
- 12/6: PDX – Loaded .380 - IND – Loaded .22 - AUS – Loaded .380 - DAL – Loaded .22 w/ One Round Chambered- FLL – Loaded 9mm
- 12/7: MCO – Loaded .22 - MDW – Loaded .357 - JAN – Loaded .40 - LIT – Loaded .380 w/ One Round Chambered
- 12/8: BNA - Loaded .380 w/ One Round Chambered - PDX – Loaded .22 - LAX – Unloaded .45 - TPA – Loaded .38 - TPA – Loaded .45
We also look for explosives and bomb components as well, but thankfully those are extremely rare and we're happy to keep it that way.
Including checkpoint and checked baggage screening, TSA has 20 layers of security both visible and invisible to the public. Each one of these layers alone is capable of stopping a terrorist attack. In combination their security value is multiplied, creating a much stronger, formidable system. A terrorist who has to overcome multiple security layers in order to carry out an attack is more likely to be pre-empted, deterred, or to fail during the attempt.
Blogger Bob Burns
If you'd like to comment on an unrelated topic you can do so in our Off Topic Comments post. You can also view our blog post archives or search our blog to find a related topic to comment in. If you have a travel related issue or question that needs an immediate answer, you can contact a Customer Support Manager at the airport you traveled, or will be traveling through by using Talk to TSA.

subset: commoncrawl


text:
Study to investigate effect of cigarette prices rises
With the price of cigarettes set to go up again on New Years' Day, a new survey will look at how smokers are planning to cope with the hikes.
Researchers from the University of Canterbury will be interviewing smokers on their habits now, compared with what they will do next year - and in the years after that, as prices continue to increase.
Postgraduate psychology student Aimee Richardson will be analysing survey results from Auckland, Wellington, Christchurch, Dunedin and on the internet to complete the research.
Researchers hope to interview 110 participants in each location.
Richardson's supervisor, Professor Randolph Grace, said he believed it was the first study to look at the relationship between price and cigarette consumption.
"From an economic perspective, we're trying to determine the demand curve, which can be useful for policy-makers."
He said two surveys, done before and after the price rise, would see whether or not participants' cigarette purchases actually changed in accordance with their initial response.
The study would also look at electronic cigarettes as an alternative that would deliver "a small amount of nicotine without all the other harmful substances," Prof Grace said.
The research team will ask the participants to try an electronic cigarette and then ask them questions about how many regular cigarettes they would buy if they were cheaper than regular cigarettes and widely available, Prof Grace said.
"If we find the e-cigarettes are highly substitutable, that would suggest an effective direction for the Government."
The survey results will be available later next year, with the preliminary results to be presented to an international research meeting in Boston in March and to the Government by April.
"[Richardson's] answers could affect how much government taxes cigarettes in future and whether sales of nicotine electronic cigarettes should be permitted," Prof Grace said.
The research is being funded by Christchurch-based End Smoking NZ Trust, with a grant from the Canterbury Community Trust and the University of Canterbury.
Published: Tuesday, November 27, 2012


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Los Angeles, California 90017
United States
|Areas of Practice
|1) Litigation
|Law School
|Pepperdine University School of Law
|Admitted Year
|Most recent firm
|White & Case
|Relevant Jobs
Litigation Associate
USA-CA-Los Angeles
Civil litigation trial firm seeks a litigation attorney with at least three years of experience in the defense of personal injury cases. Candidates must have strong writing/analytical skills and expe...
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Attorney - Debt Collection
USA-CA-Los Angeles
Hiring Attorneys to file lawsuits for our nationwide debt collection agency Our average lawsuit is $33,000.00 and our clients pay us 40% which we split with you and we pay all filing fees. Our ...
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Staff Attorney-workers' Compensation
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Staff Attorney-Workers' Compensation The candidate will cover WC Boards in Oxnard, Van Nuys, Marina Del Rey, and Los Angeles. This position partners with insureds and claim centers to deliver the bes...
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A. Harrison Barnes is a well-known attorney throughout the United States. As a member of the Malibu community, Harrison is committed to serving the needs of Malibu residents and businesses in legal matters.
Benjamin P. Smith is a partner in Morgan Lewis's Litigation Practice. He is a trial lawyer with a particular focus on high-stakes disputes in the biotechnology, medical device, and internet industries.


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2015 20th Street
Fort Meade, MD 20755
Sarah's House - Emergency & Transitional Housing
Sarah's House is a supportive housing program offering emergency and transitional housing with an array of other services for homeless families in Anne Arundel County.
Purchase raffle tickets for your chance to win a $500 Visa Gift Card
We provide safe shelter, daily meals, and personal, as well as professional, casework support for those in need. As a supportive housing program for homeless families, Sarah's House is much more than just a safe place to sleep. Our goal is to effect positive change in the families we serve by providing the following:
- emergency housing for up to 90 days
- transitional housing for 18 to 24 months
- casework assistance for 12 months
- parenting classes
- GED classes
- computer classes and workshops
- employment programs
- licensed child care center
- variety of counseling services
- transportation to and from work and doctor appointments
- three meals each day
- clothing
Phone: (410) 551-7722
Who we serve
To be a guest at Sarah's House, you must be referred by Anne Arundel County DSS, and all guests must be from Anne Arundel County.
Sarah's House is one of three shelters in the United States supported by the U.S. Army.
Computer classes and workshops are funded by Anne Arundel Community College and United Way
"Everything that I have been able to do - get my kids in daycare, find a full-time job, learn how to budget my money - is thanks to Sarah's House,"said Lauren Volker, a former Sarah's House resident. "The volunteers and staff have been wonderful, and have been such a help to me and my family. This program teaches you a lot and gives you the tools to be independent. I am determined to make it on my own, and thanks to Sarah's House I am more determined than ever."


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Sean If your wife is in it when the alternator dies will she be the one walking.
The minor repairs just never stop on this thing! I don't want to start dumping money into the cool stuff like axle upgrades, lockers, lift kit, and 35" Toyo Open Country M/T's until I get the thing dependable first. Ugh.
Hi Sean just wanted to let you know we have lots of good parts for those old wagners we use to play with them years ago and have lots of prestine parts in the shop we want to get rid of lots of interior stuff and rears doors hoods you name it wed like to get rid of all of it if you or someone you know is interested thanks Chris


text:
Nearly a half century has passed since the Dalai Lama established a Tibetan government in exile, but the issue of where does Tibet stand in the eyes of China and the world continue to be an important issue. The Chinese government, despite its efforts to portray the Dalai Lama as a feudal lord continue to confront anger and violence from Tibetans. It announced a new holiday, "Serf Liberation Day" to signify the end of monk rule in Tibet. Yesterday, there were reports of violence in northwestern China and police arrested 93 monks from the monastery at Rabgya. In South Africa there is still anger among many human rights activists over denial of a visa to the Dalai Lama who was attempting to attend a peace conference.
The Chinese government insists there is no room for compromise with the Dalai Lama. Only one who lives in fantasy believes Tibetans can drive out the Chinese. It is time for a sensible compromise which allows return of the Dalai Lama, restrictions on the power of monks to revert back to their former control of society, and creation of freedom of religion. Time will tell if Tibetans seek to retain their belief in the rule of monks.


text:
Plainfield, IL, USA < change city >
Florists (67)
DJs (57)
Bands (47)
Cakes (36)
Wedding Day Beauty (32)
Caterers (29)
Invitations (26)
Limos (25)
Videographers (20)
Wedding Fashion (14)
Tuxedos (11)
Decorations (11)
Rentals (10)
Honeymoon (9)
Coordinators (9)
Ceremony Sites (164)
Reception Sites (80)
See All Vendors >
Costco Online Invitations
Palos Heights, IL, USA
Invitations, Cakes/Candies,...
7 ratings, 8 reviews, 9 weddings
Carole did an amazing job on our bouquets. We didn't need a ton of floral arrange...
Polly's Petals & Particu...
217 Windjammer Ln.
Grayslake, IL 60030
Florists, Decorations
4 ratings, 3 reviews, 4 weddings
Polly is an amazing florist! She is very creative, and will make your special day...
Town & Country Gardens
936 East Chicago Street
Elgin, IL, United States
3 ratings, 3 reviews, 4 weddings
We visited several florists in the Elgin/Geneva area before making our decision t...
An English Garden
11028 Front Street Suite 2
Mokena, IL, United States
3 ratings, 3 reviews, 3 weddings
Kim is AMAZING! She did such an excellent job on our flowers and went well beyond...
Pink Carnation Florist Gift
3228 Harlem Ave
Riverside, IL, United States
2 ratings, 2 reviews, 2 weddings
After reading a bad review the week before my wedding, I was getting nervous abou...
Walden Floral Design
1701 Ogden Ave
Downers Grove, IL, United States
2 ratings, 2 reviews, 2 weddings
Very helpful! Beautiful flowers
Christopher Mark Fine Fl...
3742 Grand Blvd
Brookfield, IL, United States
2 ratings, 2 reviews, 2 weddings
I did not have much time but wanted to let everyone know that this florist was aw...
Village Flower And Garden
5514 Route 53
Lisle, IL, United States
2 ratings, 2 reviews, 2 weddings
Steve was SO detailed in the planning of our decorations for both the ceremony an...
Rosemary's Garden
17747 Oak Park Ave.
Tinley Park, IL, United States
1 rating, 2 reviews, 2 weddings
The florist was very difficult to deal with, was not very good at going with the ...
La Petite Sweet
31 N Cass
Westmont, IL 60559, USA
(630) 719-1111
Florists, Cakes/Candies, Ca...
1 rating, 1 review, 3 weddings
Wonderful Cakes and Treats. I Imagined everything I wanted for our wedding as I s...


text:
The Mondavi -- Frescobaldi partnership was formed in 1995 in part because Robert Mondavi's family wanted to return to their Italian roots. This was the first joint venture in Italy between two internationally distinguished wine producers using their combined resources and winemaking expertise to create Italian wine of superior quality and elegance. Danzante was introduced in 1999 with the 1997 vintage of Danzante Sangiovese and the 1998 vintage of Danzante Pinot Grigio.
The Frescobaldi family name has a long history in Italy, going back 700 years. For centuries, farming and winegrowing have been a tradition in the Frescobaldi family. Marchesi de' Frescobaldi SpA was established in 1980 and is wholly owned by the five Frescobaldi siblings: Dino, Vittorio, Maria, Ferdinando and Leonardo. The company's headquarters are in Florence and its nine estates are scattered throughout the Tuscan countryside. View all Danzante Wines
About Other ItalianLombardy, Emilia-Romagna, Umbria
LombardyHome of the fashion capital of Milan, Lombardy is not quite Italy's capital of wine. It is, however, home to a few wines worth noting. Most vineyards are far north, far south or far east. First, in the south, the sparkling wine Franciacorta – this sparkling wine is made in the methode champagnoise and the better wineries produce wine that can hold it's own in a quality bubbly line up. Lugana, a pleasant, white wine made from Trebbiano, comes from Lombardy as well. Lean reds from the Nebbiolo grape are made further up in the Valtelliana region, near the Alps.
Emilia-RomagnaThe region of Emilia-Romagna is better known for its food rather than wine. Most of the wine coming from this region is the red, slightly-fizzy Lambrusco. It's high in acid and best drunk young. The white coming out of the region is mostly Albana di Romagna. Made from the albana grape, it's typically dry and pleasant, although not found often.
UmbriaTalk about being in the center of things… the land-locked region of Umbria is smack dab in the middle of the country. The most familiar white wine of the region is Orvieto, named for the medieval Etruscan town. It's a Trebbiano-based wine with good fruit flavors and high acid. Originally a sweet wine, most Orvietos are now dry. Red wine from Umbria includes Torgiano and Montefalco - Torgiano made from the grapes of Chianti, while Montefalco uses the native sagrantino grape, making big and bold reds.
About Italy
A little ditty about Italy...This country has about as many wines as its had governments. With 20 different regions, hundreds of DOCs and even more indigenous varieties, the amount of wine made in Italy is mind-boggling. Most of the juice, however, remains in the country for thirsty Italians. Wine is food in Italy and its rare that a meal is consumed without a glass of vino. That said, it's not common to find many folks drinking wine without food either. In turn, it's a match, and a mighty good one at that. In fact, it's safe to say that Italian wine is a foodie wine – one that goes on the table for a myraid of meals.
For regions, the most popular are Tuscany (home of Chianti), Piedmont and the Tre-Venezie, which includes Veneto, Trentino Alto-Adige and Friuli. Other communes of note are in Southern Italy, and a few good wines are made elsewhere in the country. The islands of Sardinia and Sicily are members of the Italian winemaking community as well.


text:
The Vikings have some key decisions to make during the offseason as they head toward the new league year. The clock started ticking on one of those potential decisions Monday.
Monday was the start of the two-week window in which teams could put the franchise tag on potential free agents. The Vikings have the question to ask themselves: How much do they value offensive tackle Phil Loadholt? If they can't sign Loadholt to a new deal, franchising or transitioning him is an option, but the system used for tagging players might make it more difficult for the Vikings to put the tag on Loadholt.
For some reason, all offensive linemen are clumped together when it comes to the franchise tag. Those numbers for 2013 are $9.66 million for the franchise tag and $8.56 million for the transition tag – which allows a player to get offers from other teams, but gives the current team a right of first refusal to match the offer. The transition tag can also be rescinded by the current team after it is placed on a player.
For some teams, like Denver which has left tackle Ryan Clady as a potential free agent, the franchise tag makes sense. Elite left tackles are paid in excess of $10 million a year because of the critical nature of their job protecting a quarterback's blind side. Right tackles aren't coveted as much, are paid less and are viewed as much easier to replace. When Loadholt came out of Oklahoma four years ago, he was a left tackle whose feet were viewed as being "too heavy" to play left tackle in the NFL. Yet, he was able to step in and start from Day 1 as a second-round rookie with the Vikings. The conventional wisdom is that, while the Vikings want to keep Loadholt, the franchise tag might be a little too steep a price to pay.
It would seem that owners have found a way to use the franchise tag to their own benefit and greatly dilute the free agent pool. There was a time not too long ago that putting the franchise tag on a player was viewed as a slap in the face by players and all but assured that they would hold out of offseason workout programs, teams activities and minicamps. Because of that, teams were very reluctant to assign the tag to players. Clearly that has changed.
Last year, the Vikings were in the minority – they didn't use their franchise tag. Of the other 31 teams, 21 of them did. While it was still met with strong resistance from the players slapped with the tag designation, it has become much more commonplace to use the franchise tag as a negotiation strategy to either get a long-term deal done or prevent a player from getting to the free agent market for another year and presumably give a franchise more time to assess the value of a player and get a contract done.
The Vikings have been a team that has used the franchise tag as infrequently as just about anyone. As an organization, it would appear the Vikings view the alienation caused by putting the tag on players as such a deterrent that it is an act of last resort.
While the Vikings hope to bring Loadholt back – they have already heard a personal endorsement to bring him back from Adrian Peterson – don't expect the Vikings to put the franchise tag on Big Phil. It doesn't make sense given the team's history of avoiding the tag and the cost associated with it for 2013. Although it remains an option and a possibility, the organizational Magic 8-Ball is saying, "All Signs Point to No."
John Holler has been writing about the Vikings for more than a decade for Viking Update. Follow Viking Update on Twitter and discuss this topic on our message boards. To become a subscriber to the Viking Update web site or magazine, click here.
Franchise tag for Loadholt seems doubtful
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Ok, I'm gonna go out and pick these 2 last colors up today. I know that these haven't been nailed down properly yet, but I'll settle for whatever comes close.
I think I might pick up Japanese Navy Green for the lower back, but I'd like some other input too please ;).
And I really don't know what to buy for the left earpiece!
Help a brotha out yo...or something :D


text:
Re: domo kitten
Hey, thanks again for all the votes! Sorry we didn't get those 400 votes in the last hour, Paul, but over 300 in a day and a half is way, way more than I ever imagined!
Maybe next week!
Re: You. Are. A pirate!
*giggles* this is freaking awesome!!! I want one!
Re: Joe The Plumber
Thanks to everyone who voted.
riffmaster18 wrote:Thanks for all the votes! I really didn't expect this one to do so well
It's such a simple but perfect idea!
Re: [url=http://shirt.woot.com/Derby/Entry.aspx?id=23799]the
Nice can't wait til prom again! awesome shirt.. Just need a comb and tight jeans!
Re: BE THE LEGEND!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Hey mancho/pepper, what happened to david and adder?
Kilagria wrote:Hey mancho/pepper, what happened to david and adder?
Well, it appears sometime soon after David stormed away, he was put on probation for several hours. For what, I'm not exactly sure. As soon as that probation was up, he was put on probation again (this time for like 72 hours). No idea what offence that was for.
Adder just disappeared for all I know.
Hahaha i never realized you could look at it that way! your body, is the body of the guitar, your neck is the neck... and your head is the head!!!
Wow, I'm brilliant. Only not. I think I'm bad at advertising my shirts.
Mancho wrote:Well, it appears sometime soon after David stormed away, he was put on probation for several hours. For what, I'm not exactly sure. As soon as that probation was up, he was put on probation again (this time for like 72 hours). No idea what offence that was for.
Adder just disappeared for all I know.
adder's on probation too
Re: PRESS MY BUTTONS
how do i get this shirttttt
Kilagria wrote:adder's on probation too
Geez! It's hard enough to keep track of people as it is. They start deleting posts and its next to impossible.
Re: Snowman
Aww, I wish this one would have finished in the top 3. It easily could have been worn all winter long!
(And I would much rather see my husband dress up as a snowman than a game boy. I lost my spaghetti. =(. )
Re: Wonderboy
I love this design!
Can it be purchased (XL)??
Mancho wrote:Geez! It's hard enough to keep track of people as it is. They start deleting posts and its next to impossible.
heha i was reading some other post that adder had made and it showed the dog under his name, thats how i found out.
KrazyKelz wrote:*giggles* this is freaking awesome!!! I want one!
Ovaltina, my goat must have this shirt!
Re: Congratulations, it's a Marsupial.
Wow, too cute! I want one!
Re: Fee! Fie! Foe! Fum!
I am a giant and would love to have this shirt.
this is amazing
unlike everyone else, i am not pregnant. hence, me being a guy. so... wont be buyin this one. lo.l
oh, hi, i'm new... and didn't mean to post here...
Xanzibar wrote:Interesting design.
Ummm... is it just me or is this shirt anatomically incorrect?
i wish this won
Re: Sgt Pepper
so sad this shirt didn't win. i love it!!!!!
I'll be buying this one. Very clever design. Perfect size, Love the needle and the harp!
Re: Air Guitar Amp!
Love it! I'd buy this in a heartbeat.
Re: Hello Operator
Ovaltina, my goat - I love this shirt. I want this shirt. Please let me know if you end up making this available off woot somehow.
Re: strum me
Want one!!
this had better win tomorrow. that is all.
It sold out and I really really want one!
Re: Women Only
hmmm..so nice of you to assume that all couples are heterosexual...
awesome man. just out right awesome
i love this, i think this is soooooo cute and i want one really bad *throws tantrum like a little kid*
I LOVE this shirt!!! Put it for sale now and you have me sold!!!! It hasn't been for sale another day has it??
hey vertigosia you should sell this shirt some place else. Like on cafepress or something.
Well I got it, but let me just say, it really makes me want a Wench shirt, seeing as I'm a girl and all! :P
Out of the maybe dozen w00t shirts I've bought since the beginning, all but 2 have been for my daughters, who LOVE the cute ones that I pick out for them. This kangaroo shirt would have been a big winner in my household...
Ovaltina, my goat I want this shirt!!!
does this come in baby sizes? giggle
How do I buy this shirt?
View All →


text:
Gator Baseball Drops Series to Auburn
GAINESVILLE, Fla. – Auburn junior Damek Tomscha broke a scoreless tie in the fifth with a solo shot and junior Ryan Tella connected on a three-run dinger in the sixth to lead the Tigers (31-20/11-16 SEC) to a 4-1, series-clinching win over Florida (28-25/13-14 SEC) on Mother's Day at McKethan Stadium. The Tigers ended a four-series losing streak to the Gators dating back to a 2-1 triumph during the 2006 season in Gainesville.
After redshirt freshman right-hander Justin Camp threw 4.1 shutout innings in his starting debut, sophomore Chase Williamson (3-0) gave up one run over 2.2 innings to pick up the win and junior Terrance Dedrick registered the final six outs to collect his eighth save of the season and second of the series. Freshman Eric Hanhold (Palm Harbor, Fla.) (0-3) surrendered just one run and four hits over a career-high five innings for Florida.
"I thought Eric (Hanhold) did a nice job," head coach Kevin O'Sullivan said. "I thought he threw the ball well, we just didn't get the bats going today for whatever reason. Auburn's pitcher (Justin Camp) was in his first career start, he mixed his pitches and threw his breaking ball for strikes early in the count. We weren't able to put some good swings on them. It was a 1-0 game for awhile there, but, obviously, the sixth inning hurt us, pitching-wise."
"Eric's throwing the ball downhill and he's got three pitches that he throws for strikes. He's got a really good arm, but this is the first time that he's been really extended to a little above 70 pitches. To be honest, with one run over five innings, he did his job, we just need to get some of those other guys out there."
Sophomores Taylor Gushue (Boca Raton, Fla.) and Justin Shafer (Lake Wales, Fla.) had consecutive singles with two down in the first inning against Camp before the right-hander had redshirt sophomore Zack Powers(Seffner, Fla.) ground out.
Making his first start since March 24 at Vanderbilt, Hanhold retired the first eight batters of the contest before yielding a two-out single through the left side by junior Blake Austin (3-for-4) in the third inning.
Florida put its first two runners aboard in the bottom of the frame, as senior Cody Dent (Boynton Beach, Fla.) drew a leadoff walk and freshman Richie Martin (Brandon, Fla.) (3-for-5) raised his hitting streak to six games with a single into left field. Sophomore Casey Turgeon (Palm Harbor, Fla.) sacrificed his teammates into scoring position with a bunt but Camp responded by setting down Gushue and Shafer on pop-ups.
Senior Cullen Wacker (2-for-4) and senior Garrett Cooper (2-for-4) started the fourth with back-to-back base-hits into left field. Although Hanhold struck out junior Patrick Savage, a wild pitch enabled Wacker and Cooper to advance. A walk to junior Dan Glevenyak loaded the bases with one down and Hanhold had freshman Jordan Ebert pop up to Turgeon at second base before fanning Tella after a 12-pitch at bat.
Tomscha gave Auburn a 1-0 advantage by beginning the fifth inning with a homer into the left-field bleachers. It was his seventh big fly of the year to tie for the team lead.
Freshman Harrison Bader (Bronxville, N.Y.) led off the home part of the stanza with a single into right center field and Martin collected his second hit of the afternoon with a single into right center field with one down. Williamson took over for Camp (4.1 IP, 5 H, 3 K, 1 BB) and had Turgeon ground into an inning-ending 6-4-3 double play.
Hanhold worked a career-high five innings in which he permitted four hits and one runs and freshman Jay Carmichael (Cape Coral, Fla.) came to the mound to start the sixth. The righty plunked Savage with one down and a two-out infield single by Ebert brought freshman Danny Young (Boca Raton, Fla.) out of the bullpen for Carmichael (0.2 IP, 1 H, 2 R). Tella greeted the reliever with a three-run homer to right field to expand the Tigers' margin to 4-0.
Sophomore Ryan Harris (Jupiter, Fla.) came in for Young (0.1 IP, 1 H, 1 R) prior to the seventh and worked the final three innings with four strikeouts and zero runs allowed.
Florida narrowed the gap to 4-1 in the eighth and had the bases full with one out but could not move any closer. Martin legged out a bunt single and Turgeon followed with his fifth double of the campaign into the gap in right center to put the Gators on the board. Dedrick replaced Williamson (2.2 IP, 2 H, 1 R) and issued a walk to Gushue before having Shafer fly out to left field. Powers worked a walk to fill the bags with one down and Dedrick countered with a strikeout of senior Vickash Ramjit (Miami, Fla.) and had a grounder by sophomore Josh Tobias (Greensboro, N.C.) force Powers at second base to preserve the Tigers' three-run lead.
The Gators will wrap up their regular season at Georgia (18-31/5-19 SEC) with a three-game series beginning on Thursday at 7 p.m. The games can be heard on the Gator IMG Sports Network with Jeff Cardozo and Steve Russell.
Game Notes
· Making his sixth start of the year, freshman pitcher Eric Hanhold retired the first eight batters he faced.
· With his single in the third inning, freshman Richie Martin extended his hitting streak to six games.
· Hanhold's 5.0 innings pitched in Sunday's game were a career-high.
· After going 3-for-4 on Sunday with two singles, Martin notched his fifth three-hit game of the year and has 12 multi-hit games.
· Martin was the only player to have more than one hit in the game for Florida
· After doubling in the eighth inning, sophomore Casey Turgeon notched his 11th extra-base hit of the season.
· Sophomore pitcher Ryan Harris tied a career-high with four strikeouts in his 3.0 innings of work.
Related Stories
- Gator Baseball Drops Series to Indiana, Softball Downs Auburn
- Gator Baseball Drops Home Opener to Auburn
- Gator Baseball Drops Series Opener to FGC
- Gators Baseball Drops Series Opener To LSU
- Gator Baseball Team Drops Series to Vandy
- Gator Baseball Drops Series Finale To Kentucky 6-5
- Florida Baseball Drops Series Opener To Ole Miss
- Florida Baseball Drops Game 2, Series to Kentucky
- Florida Baseball Drops Season Series vs FGCU
- Florida Baseball Drops Series to Tennessee, Lose by 1 Run in Games 1 & 2


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Scaring Seniors, Revisited
Rep. Paul Ryan (R-Wis.) released his proposed 2013 budget yesterday and before the ink was dry, the left was attacking
it like vultures on a carcass. Ryan was being portrayed as the bogeyman of seniors' concerns about Medicare. As part of his effort to control an out-of-control bureaucracy, his plan includes:
- Increasing the Medicare eligibility age to 67.
- No changes for seniors currently on Medicare.
- Giving future Medicare recipients an alternative to the traditional program by allowing purchase of private insurance on the market with premium supports.
What is peculiar about the vociferous attacks on Rep. Ryan is that the left has been strangely silent about the Obama administration's own planned Medicare cuts, while Ryan is being portrayed as the evil henchman trying to undo Medicare. Consider the Obama administration"s plans on chipping away at Medicare "as we know
it." Plans from his 2013 budget include:
- Increasing Part B and D deductibles for current and new Medicare enrollees beginning 2017.
- Imposing home health care copayments for new beneficiaries beginning 2018.
- Introducing surcharges on Part B premiums for first dollar coverage beginning in 2017.
- Strengthening the Independent Payment Advisory Board (IPAB) to reduce long-term drivers of cost growth (this is the rationing board that will decide what treatments are cost-effective and who gets what).
Despite the premium increases and surcharges to seniors in Obama"s budget, it does not take the prize for any deficit reduction. Consider:
- Ryan's budget will reduce federal spending by $5.2 trillion more over 10 years than the Obama administration's.
- Ryan's budget will reduce the growth of the deficit by about $3.3 trillion more over 10 years than the Obama administration's.
- Ryan's budget will reduce the growth in debt held by the public to 61 percent of GDP in 2023, compared to the Obama administration's CBO analysis of 96 percent of GDP.
So it appears that both budgets will implement changes to Medicare, but apparently one set of changes is better than the other as media reports would have it. Future Medicare recipients should be jumping for joy over premium increases and reductions in physician payments and limits to services, while they should be filled with doom and gloom over the idea of using premium support payments from the government to pick the type of plan they want. Readers, what is your take on this?


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Ongoing work:
• Further develop the Statistical Data Warehouse, a user-friendly and comprehensive online data delivery service for ESCB statistics through the ECB's website.
• Enhance the SDMX web services implemented, for facilitating the integration of ECB data into user applications including support for SDMX/version 2.1.
• Continue optimising the framework for a joint and simultaneous dissemination of euro area aggregates and its national contributions to these aggregates on the ECB's website and on the websites of euro area NCBs (in their own languages and 'look and feel').
• Set up the data exchange and dissemination infrastructure for the ESRB.
• Further develop the Principal Global Indicators website, which focuses on the G20 economies, including the euro area. This work is undertaken by the Inter-Agency Group on Economic and Financial Statistics comprising the BIS, the ECB, the European Commission (Eurostat), the IMF, the OECD, the United Nations and the World Bank.


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If you came here looking for news or analysis on Carolina's 78-55 win over East Tennessee State on Saturday night, let me stop you right here. You can go read this. Or watch these highlights. But you will find none of that here.
Why? Well, because of quotes like this. This is Joel James talking about J.P. Tokoto:
"There was one day that he lined up five of us. It was Brice, Leslie, Reggie, Dexter and myself. He lined up the five of us, jumped cleanly over all of us and dunked it."
That's James's answer to the most impressive feat of athleticism he's seen from Tokoto since he met him this summer. This became relevant because Tokoto scored a career-high nine points against the Buccaneers, with six of the points coming on dunks. One of the jams was a fairly pedestrian--by his standards--two-hand stuff. One of them was on a lob off a pass from Dexter Strickland, when it looked for just a second like Strickland had thrown the ball behind the freshman, and then Tokoto simply reached back behind his head, snagged the pass, and powered it through with two hands.
The third--oh, the third--was a one-handed drive from the wing on a fast break that concluded with ETSU unwisely calling timeout, allowing the crowd of over 17,000 to watch the replay and marvel at how Tokoto jumped off two feet, pulled the ball back behind his head in one hand, then rammed it through with the worst of intentions over poor Lester Wilson, who had the misfortune of running by and sticking his arm out as if to block the shot. This particular defensive strategy ultimately had the same success as a leaf standing ground against a tornado. Only the NCAA's rules on amateurism mean that Wilson will not soon be found on a Fathead near you.
Not being quite as well-versed in the art of the dunk as the Tar Heel freshman, I asked Tokoto which of his dunk trio had the highest degree of difficulty.
"It's easier to catch a lob," he said. "That's all about timing and trust."
Then he explained the challenge of the one-hand drive. It was like listening to Yo-Yo Ma talk about the cello or Warren Buffett talk about the stock market. You got the distinct sense that it came much easier to the speaker than to his audience.
"(On that dunk) I hit and I had to switch it," Tokoto said, contorting his body to try to explain to the earthbound mortals what had happened.
"I couldn't keep going, because my body turned." Here he turned his body sideways, to show what happened.
"I had to finish like this." Now he mimed the finish to the play, in which he ended up with legs splayed, almost parallel to the baseline.
Keep in mind: all of that happened in the air.
"If that makes any sense," he added almost sheepishly.
Well, sure. These are J.P. Tokoto problems.
Watching Tokoto dunk, however, isn't the best measure of his incredible ability. The best indicator is that his teammates never get tired of talking about it--or watching it. These are people who see dunks in every practice of every day of every year. Dunks to me are like Mount Everest. Dunks to them are like oxygen.
And yet, they can't stop talking about Tokoto's dunks. When the hard work is finished at Tar Heel shootarounds on game days, there's usually a little time left for goofing around. It's become a quasi-regular feature of the shootaround that teammates make requests of Tokoto, like 12-year-old girls begging a radio station to play the latest Taylor Swift song.
Saturday, it came from Leslie McDonald: "OK, J.P., take it back to your shoe."
He meant for Tokoto to take the ball and--while in the air--bring it back behind him to his shoe, then slam it through the rim.
Tokoto did it. Of course.
Basketball is not as wondrous to the Tar Heels as it is to the rest of us because they see it all the time. They live it and breathe it. It's not that they're bored by it, but it definitely takes more to impress them. Tokoto amazes them. Ask any Tar Heel if he's seen any particular Tokoto slam.
"No, I didn't see that one," the response usually goes, "but I did see this one..." And then the speaker sets off on a description off a totally different, yet equally wondrous, play.
In a pickup game this summer, Tokoto got the ball on a similar fast break to what happened in Saturday's game. This was a game stocked with professionals, who routinely make the incredible look normal. You don't realize how good at basketball the pros are until you watch them casually drop in 15 of 20 three-pointers without really trying. These are pros. They don't do awe.
But Tokoto took off, and he went almost parallel to the floor. He brought the ball down in one hand, with his shoulder virtually even with the rim, and rocked the ball through the basket. The Smith Center full of Tar Heels and professional former Tar Heels gave him the ultimate compliment: it went dead silent.
The thing is, you'd never know Tokoto is a player who, in the words of Leslie McDonald, "is the best leaper I've ever played against or with." He seems normal, like a typical college freshman trying to figure out a way to earn more playing time, and then all of a sudden you're standing on the ground looking at the soles of his sneakers. He first dunked in seventh grade. He first dunked on a lob in the eighth grade, catching a pass off the backboard from some fellow eighth grader who has probably used this as his go-to story at every party he's attended since then ("So then I threw it off the backboard to J.P...").
He has only played in nine games, so we haven't even seen anywhere close to the full Tokoto arsenal. Asked what he currently considers too risky to try in a game, Tokoto says, "A 360, between the legs."
This required some clarification. Sorry, J.P. I need to know this for Nerf goal research purposes. Is that one dunk or two? You're talking about two separate dunks, right? A 360 dunk, and a between the legs dunk, right?
"No, on the same dunk," he says. "I've done it in a dunk contest."
He is talking about this like you or I talk about putting the cereal in the bowl in the morning. Sure, he was in a dunk contest, and yeah, he did a 360-between-the-legs dunk, and that was about it.
"I won the dunk contest," he adds.
You don't say.
Adam Lucas is the publisher of Tar Heel Monthly and the author or co-author of seven books on the Tar Heels.


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General education and related requirements for students entering fall 2008 - summer 2010
General education requirements Fall 2008 - Summer 2010
Information technology requirement
Proficiency-intensive (P-I) requirements
Students who may meet reduced P-I requirements
General education requirements Fall 2008 - Summer 2010
ETSU's general education requirements and other graduation requirements apply to all undergraduate students pursuing baccalaureate degrees. Many majors and degree programs require students to take specific courses to fulfill general education requirements. Students should consult the catalog and their advisors.
COMMUNICATION – 9 credits, consisting of 6 credits of written composition and 3 credits of oral communication
Written Composition
Complete both of the following:
Oral Communication
Complete one of the following:
HUMANITIES AND FINE ARTS – 9 credits, consisting of 3 credits of literature, 3 credits of fine arts, and 3 credits of humanities electives
Complete one of the following:
Fine Arts
Complete one of the following:
Humanities Electives
Complete one of the following:
SOCIAL AND BEHAVIORAL SCIENCES – 6 credits, consisting of two of the following:
HISTORY – 6 credits, consisting of both of the following:
NATURAL SCIENCES – 8 credits, consisting of two of the following (required labs are shown with the lecture numbers):
Open to nonscience majors only:
MATHEMATICS – 3-4 credits, consisting of one of the following:
ETSU students also meet graduation requirements designed to reinforce skills that are essential for professional success, satisfying personal relationships and civic engagement. These requirements are as follows:
nformation technology
Students must demonstrate a working knowledge of word-processing, spreadsheets, electronic communication, and online searches during their first calendar year of enrollment or prior to accumulating 33 semester credits at ETSU. This requirement may be met by passing the UIT proficiency exam or by successfully completing CSCI 1100, Using Information Technology. Students may register to take the UIT proficiency exam by going to http://www.cs.etsu.edu/academics/proficiency.
Proficiency-intensive (P-I) requirements
Students also reinforce vital skills by taking specially approved "proficiency-intensive" courses in their majors and across the curriculum. Meeting P-I requirements need not add hours to students' programs of study. Students should carefully plan to meet these requirements by taking courses they need to take anyway to complete their majors and other coursework.
Oral Communication
Students must complete a minimum of two oral communication-intensive (ICOM) courses. At least one of these courses must be in the student's major or minor. (NOTE: Any course taken in the department in which a student is majoring counts as in the major.)
Information Technology
Students must complete a minimum of one information technology-intensive (ITEC) course in the student's major or minor.
Students must complete a minimum of four writing-intensive (IWRT) courses. At least two of these courses must be in the student's major or minor. At least two of the four courses must be at the 3000-4000 level.
Students must meet proficiency-intensive requirements through courses taken at ETSU.
Proficiency-intensive courses do not transfer to ETSU from other institutions. Courses that fulfill oral communication-intensive, information technology-intensive, and writing-intensive requirements are indicated in the Schedule of Classes each term.
A list of ETSU's proficiency-intensive courses offered in a particular term is available through the "Look Up Courses" feature in Goldlink.
Students who may meet reduced P-I requirements
The following categories of students are allowed to meet reduced requirements for proficiency-intensive courses: one oral communication-intensive course, one information technology-intensive course and two writing-intensive courses.
students who enter ETSU with associate degrees or who complete such degrees after entering ETSU;
transfer students with 50 or more transferable semester credits upon entering ETSU; and
readmission students who earned at least 50 credits at ETSU before 1995 or who re-enter ETSU with at least 50 transferable semester credits or who have a combination of at least 50 credits in both categories upon first re-entry to the university
Students who are required to take the COMPASS test and who are assessed as being deficient in reading must complete DSPR 0800 prior to accumulating 33 semester credits at ETSU. Faculty in any course who question whether a student is reading at a reasonable college level may remand the student to the Developmental Studies Program for assessment.


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A couple months ago I woke at about two in the morning to the sound of my sliding glass door in my bedroom slamming around. I look up to see a person standing at the door, so I reach over and open my night stand, grab my G22, slap a clip in and was starting to draw up on whoever it is when I hear my wife say "Matt, It's me!!! I just got too cold so I was closing the door!!" I almost passed out. I had to get up and pace around the living room for about 20 minutes to calm down. I don't think I could live with myself if I would have shot.
So from now on I keep my SureFire right by my Glock. Does anyone else keep a light with or on your HD guns? It's not worth not knowing who you're shooting at.


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Notable Oregonians: Nan Wood Honeyman - Congresswoman
Nan Wood Honeyman was born in West Point, Orange County, New York on July 15, 1881, the daughter of Charles Erskine Scott Wood and Nanny Moale Wood. She moved with her parents three years later to Portland, Oregon where she graduated from the private school, St. Helens Hall, in 1898. Her education continued later at Finch School in New York City.
She married David Honeyman in 1908 and was active in civic and humanitarian organizations before becoming involved in politics. Honeyman served as a delegate to the state constitutional convention in 1933, which ratified the twenty-first amendment to the United States Constitution. She was a member of the Oregon House of Representatives from 1935 to 1937 and served as a delegate to the Democratic national conventions in 1936 and 1940.
Honeyman was elected as a Democrat to the U.S. Congress and served from 1937 to 1939, making her the first congresswoman from Oregon. Her bids for reelection in 1938 and election in 1940 to the U.S. Congress failed. She held the position of senior representative of the Pacific Coast office of the U.S. Price Administration from 1941 to 1942. During the same period, the Multnomah County Commissioners appointed Honeyman to the Oregon Senate in 1941 to fill a vacancy and she served until her resignation in 1942. She was U.S. collector of customs in Portland from 1942 to 1953.
Honeyman died in Woodacre, California on December 10, 1970.
Also see Charles Erskine Scott Wood.


text: Lovely Tweed Jacket Style: 570062183 Out of Stock Love it? Everyone else did too. This item sold out! Use our search tool, chat online or call 1.888.855.4986 to find something equally desirable. A statement jacket with the texture of tweed, fabulous fringe, and the subtle sparkle of beveled beads. Subtle shoulder pads. Length: 24" to 27". 51% cotton, 39% viscose, 10% acrylic. Lining: 100% polyester. Hand wash. Imported. Read More… Share on Facebook Tweet Pin


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I want to get eather a Super Freak barrel kit or a Deadly winds barrel with the freak inserts and wanted to know what is better with my empire axe? Thanks
Super Freak with inserts Vs. Deadly Winds barrel with inserts?
Started by Axe Wielder, Oct 31 2012 06:01 PM
3 replies to this topic
Posted 31 October 2012 - 06:01 PM
Posted 31 October 2012 - 06:04 PM
Whichever one you think looks better. They're pretty much the same barrel system, since they both use freak inserts. It really comes down to what you like the look of better.
Hybrid SFT • 09 Impulse • HB REV-i • Macroless Mech Ion
Rotor • Grillz • PE 70/45 Feedback - 23/0/0
Posted 31 October 2012 - 06:34 PM
also weight is a factor...both will give you relatively the same shot though
Gearbag Sale
Posted 01 November 2012 - 02:45 PM
Accuracy will be the same u have to decide though would you like a light carbon fiber barrel or a heavier quieter barrel (the all american front porting is amazing its your choice to be my son.....
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by Daniela DiMarco-Healy
(Phila, PA)
So where does the responsibility of the biller end? When a claim processes with a deductible applied and the patient believes it is incorrect, is it the patient's responsibility to call insurance and address it or is it mine?
Join in and write your own page! It's easy to do. How? Simply click here to return to Your Questions.
May 21, 17 09:36 PM
Physician's Practice has released their 2017 staff salary survey results. We take a look at the Medical Billing and Coding salaries.
May 18, 17 11:52 AM
Has anyone had experience with their providers medical billing services to companies based in India - or any other country? One of our clients is considering
May 14, 17 10:53 AM
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(Grilled Chicken and Veggie Kabobs with Garlic and Basil were updated with better photos and step-by-step instructions, July 2013.)
Grilled Chicken and Veggie Kabobs with Garlic and Basil
(Makes 3-4 servings, depending on what you serve with the kabobs; recipe created by Kalyn.)
2 large boneless, skinless chicken breasts
1 large red bell pepper
1 large red onion
Marinade Ingredients:
1/2 cup olive oil
3 T fresh lemon juice
1/2 tsp. fresh ground black pepper
2 tsp. Spike seasoning
1 T garlic puree (sold in small jars, could substitute
finely minced garlic)
2 tsp. dried basil
1 tsp. dried oregano
1/2 tsp. dried sage
1 tsp. onion powder
South Beach Diet / Low-Carb Diet Suggestions:
Nutritional Information?
More Chicken Kabobs on the Grill:
(Recipes from other blogs not always South Beach Diet friendly; check ingredients.)
Orange Teriyaki Chicken Kabobs ~ Barbara Bakes
Grilled Chicken Sanpete Kabobs ~ Kalyn's Kitchen
Grilled Lemon Chicken Skewers ~ FoodieCrush
(Want even more recipes? I find these recipes from other blogs using Food Blog Search.)
Blogger Disclosure:


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Caprice, based in the East with trainer H. Graham Motion, won at the Hermosa Beach distance of 1½ miles in France last September. The 5-year-old mare, who came to the U.S. for her 2008 campaign, has failed to win but has not missed the board in four starts. Most recently, she finished third in the Dowager Stakes at Keeneland. Prior to that, she was only beaten a neck while finishing second in the Claire Marine at Arlington Park. Both races were on the turf at 1½ miles.
Opal Haze, with Michael Baze up, carries, 114 pounds; High Heel Sneakers, Victor Espinoza, 115; Elle Pickle, Aaron Gryder, 116; Caprice, Rafael Bejarano, 118; Le Cirque, Joseph Talamo, 112; Brushed Gold, Garrett Gomez, 114; Rushen Heat, Jose Valdivia Jr., 114; Restless Soul, Joel Rosario, 112, and Sports Edition, Martin Garcia, 111.
Brushed Gold, from the Todd Pletcher stable, stretches out after winning a 1 1/16-mile allowance race in September at Delaware Park. The 4-year-old daughter of Touch Gold finjsihed seventh in the Miesque Stakes here two years ago and is three-for-eight overall.
Great Britain-bred High Heel Sneakers faces easier after finishing seventh in the Grade I Yellow Ribbon at Santa Anita Park. Prior to that she was second while running 1 3/8 miles in a minor stakes race at Del Mar. The 5-year-old has yet to win in three starts for Ben Cecil and is two-for-19 overall.
Opal Haze won a pair of races at 1 1./2 miles in Europe; New Zealand-bred Elle Pickle won at nine furlongs two starts back on the Santa Anita turf; Le Cirque aims to improve after four unsuccessful efforts at the distance; Rushen Heat set the pace before settling for second in the Cal Cup Distaff; Great Britain-bred Restless Soul seeks her first U.S. win after three seconds and a third in five starts here, and Sports Edition enters following a third in her first start for trainer Alfredo Marquez in the Cal Cup Distaff Handicap.
The Hermosa Beach will run as the eighth of nine races on Sunday's program. First post time is 12:30 p.m.


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Friday, September 10, 2010
Talking about our players coming back from internationals injury free is something I really must stop I feel. Settling down to watch Theo continue his fine start to the season for ten minutes or so the other night saw a nasty twist of the ankle that had a certain air of inevitability about it. Injuries in sport are a reality of course, but it doesn't stop it feeling so unfair.
I read this morning there is better news on the Samir front however, so let's try and be positive as we head into the first week of many this season that sees us play three times.
Many of my fellow Gooners have expressed their dislike for Bolton down the years, not because of the club in any shape or form but mainly because of their style of play. In a period that has been know as the 'Allardyce' years, not since the days under Bruce Rioch have they been thought of fondly outside of Bolton.
Big Sam's football policy has continued at his new club and totally confirms that it's the style of football that we do not like, not the individual clubs or of course their supporters.
Owen Coyle's teams on the other hand have always tried to play football the purist's way. His Burnley side won him a lot of fans and he is trying to take these footballing beliefs into his new role at the Reebok.
Our own Jack Wilshere benefitted from a load period there last season and both our league encounters proved entertaining and fortunately for us points bearing too.
The likes of Kevin Davies always prove a massive handful and the combination of his strength and our visitors' football means tomorrow will be a tough game, make no bones about it.
Since our last outing we are without a couple of our big name players, something we need to quickly get used to for a month or so. It's up to the other members of our squad to step up to the mark and produce the kind of performances they are well capable of.
Three points are a must!
FrankCopyright 2017 The Arsenal Football Club plc. Permission to use quotations from this article is granted subject to appropriate credit being given to www.arsenal.com as the source


text: They are out of production. They are single stack, but that makes them better for concealability. I still want one, but when I come across them they are usually european ones with an extremely heavy trigger. Every one wants about 5-7hundred for them. Feel it. If you like it, buy it. Thats what I do. I feel confident it is reliable, but check it out first if you can.


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In the past couple of years, tragic storms have ripped through New Orleans; Joplin, Mo.; and New York City; to name just a few. In Joplin, more than 7,600 homes were destroyed by the second deadliest tornado in U.S. history. Even as design efforts to build better post-disaster housing and storm bunkers are under way, many people are asking why we aren't developing more sustainable housing in the first place.
Natural disasters offer, if nothing else, a chance to rebuild stronger. And with the help of the American Institute of Architects (AIA), Make It Right, the St. Bernard Project, and Architecture for Humanity, rebuilding pragmatically may be a bit easier this time around. In an effort to design resiliency into neighborhoods, these partner organizations are offering cash prizes to the best design for a single-family home specific to each of those cities (Joplin, New Orleans, and New York). The idea was first announced Thursday at the Clinton Global Initiative America, an annual event that focuses on promoting economic recovery in the U.S.
"This competition is not about replacing what was lost, but building back something that is better," said AIA President Mickey Jacob, FAIA, in a statement. "Architects are uniquely qualified for this task."
In order to be in the running for one of the $10,000 cash prizes, entries must have had input from a licensed architect. In addition to prize money, any entry that meets the competition requirements will be entered into a portfolio of house designs to be used later as a reference for sustainable and resilient design.
Designing Recovery will add to the ongoing projects already set in motion by these organizations, including the Frank Gehry–designed Make It Right house in New Orleans's Lower 9th Ward and the St. Bernard Project's efforts to link out-of-work veterans with jobs in hard-hit areas such as Rockaway, N.Y.
"Every city can learn from the successes and failures of these three cities and their response to disaster," Eric Cesal, director of reconstruction and resiliency at Architecture for Humanity said in the release. "Designers and architects have a responsibility to do more—and to do better."


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Hey FETT HEADS lol
Just wanted to give you all a heads up before i hand over the TDH side of things to the relevent members.
The time is coming for the UK members of the TDH to once again join forces with UK members of the RPF as we get ready for the Joint RPF/TDH Prop Party, last years was such a major success that we are now doing 2 this year Manchester 21st july and Birmingham (the big one) in November again.
Last years event was amazing so Just a heads up for you and i hope Bobby Fett doesnt mind me letting the cat out of the bag, this year the TDH wants to achieve something that has never happend in the UK before and that is Hopefully Recreate The StarDestroyer Bridge Scene with all the Bounty Hunters and also get the biggest gathering of Boba Fett costumers together in one place we are not sure yet which month or party we want to achieve this however we CAN CONFIRM JEREMY BULLOCH WILL BE PART OF THE SET UP IN NOVEMBER ..............................
on a personal level (and i will get slated for this ) as much as i love Boba Fett we would also like to see as part of the TDH display some of your Jango fett and Zam wessel props too
ok thats it from me for the time being so i will now hand over to the relevent members to carry this on ..............
Oh before i go, For november we are looking to do some sort of Competition so any ideas you have be sure to post them.


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Robert E. Howard's Conan: Adventures in an Age Undreamed Of set off to become the definitive Conan RPG. While many have tried before them, Modiphius has managed to pull off this claim, coming up with a game that contains what could be best described as the very essence of Conan's adventures.
Art & Layout
The artwork in the book is phenomenal, and well used, each one conveying the manic vibrance and urgency of Conan's pulp adventures. While there was still a few instances of a naked lady being sacrificed in an altar, most of the other artwork showed sensibly-dressed women in situations of empowerment and adventure.
The layout is crisp and clean, and made reading the book a lot more pleasant. Callout boxes with and tables were used with consistency and an eye towards clarity, and even with the textured printer-unfriendly version, the background didn't interfere with the ability to clearly read the text.
As a PDF product, the entire thing was bookmarked and searchable and quite snappy on my laptop (though perhaps a little less so on my mobile phone.)
Modiphius' 2d20 House System feels like a perfect fit for Conan's adventures, and the genius of the Momentum and Doom mechanics lie in their ability to affect the mood of the game and amplify tension.
Combat is crunchy, but every rule exists to support the fiction. Conan isn't a place where combat is heroic. It's visceral, practical and fraught with danger. Even if the player characters are meant to be exceptional individuals, there's never a sense of an encounter being a cakewalk since the GM is always waiting in the wings with Doom in hand.
Would I recommend Robert E. Howard's Conan: Adventures in an Age Undreamed Of to others? By all means, yes. If you've never played a different kind of Fantasy RPG, then you owe yourself to try this game.
If you've ever enjoyed Conan in any iteration, from the movies, the cartoon, the videogames or the stories then you owe yourself to try this game.
I've always had a strong preference for games whose rules are structured to promote a given feel and mood while simulating the "physics" of the fiction. The Conan RPG does this in a stellar fashion, with a crunchy set of mechanics that emulate the world of savage adventure inhabited by Conan in a way that I imagine will be very, very difficult to outdo.
This is the conclusion of a 7-part breakdown of the contents of the book. If you'd like to see the rest of it, please visit: https://philgamer.wordpress.com/tag/conan/
A Single Moment is a Roleplaying game for two players that tells the story of how two Samurai have come to odds and what bitter end awaits them.
Weighing in at a slim 43 pages, and with layout by Eloy Lasanta of Third Eye Games fame, A Single Moment would be best described in one word as "Focused." While there is a greater narrative that unfolds, the assumption of the game is that it begins with the two principal characters already about to face off in a duel, and that the rest of the story is told in flashback.
Tobie shows a strong preference for the cinematic in this game, and the entire "experience" of the game must be envisioned through the context of a movie.
Rather than go over the full details of the game's structure, I'll go over it in broad strokes.
The game breaks down into several phases: The Opening Scene, which establishes who the two principal characters are, when and where the fight is taking place, how long this grudge has been left to fester, and what the tale is about. Each of these details are established in an alternating fashion by both players.
At this point, the players then go through the chapters, which detail the events that lead to the final single moment. Players use the chapters to build the tale. In playing through the tale the players attempt to resolve each scene and gain Choice Tokens.
At the end of the chapter, these tokens are converted to dice that are then rolled. Depending on how favorable the outcome, the players can either gain Edges, Hatred and Scars.
Hatred opens up a secondary scene wherein the Samurai in question has to deal with it by either Channeling their Anger or Letting Go of it. These can channel the story towards the final confrontation.
When all chapters are done, the finale is resolved, using the Edges and Hatred gained in the previous chapters. These form the dice pools used in battle, and the fight ends once a player runs out of Edges. Once the fight is over, the triumphant and defeated players get a chance to narrate the immediate and long term outcome of the confrontation.
Given the nature of the game, it becomes nearly trivial to strip out the base "setting" and replace it with anything from cowboys to space opera. As long as two things want each other dead, you've got a game of A Single Moment. Tobie acknowledges this by adding other genres to use from space opera to pulp and even romcom.
His additional notes also include a means to extend the game beyond a single confrontation to a longer format.
A Single Moment knows exactly what kind of game it wants to be. A two-player story game where the mechanics exist only to lend just that extra touch of uncertainty to leave both players guessing which samurai will walk out of the duel alive.
It's emotional, gripping, and single-minded in what it wants to do and in that sense the game is as damn near perfect as I can think of as long as you buy into its singular premise.
To call this a 2nd Edition feels like a bit of a misnomer. John Wick has taken the old 7th Sea, tossed the old Roll and Keep mechanics overboard, and rewrote much of the setting and history to create this new version of 7th Sea. As such, it feels more fitting to use a term more commonly applied to movies: a reboot.
A More Cinematic Experience
7th Sea's new mechanics lend itself to a style of play where the player characters are Heroes with a capital "H". Men and women with amazing skill and luck to live out larger-than-life adventures.
The new system is fairly straightforward. Upon declaring the character's action for the turn, they roll a pool of d10's determined by the sum of their Trait and Skill. Players then assemble sets of 10 from the results of the roll, with each set counting as a Raise. These are then used to "buy" narrative achievements such as successfully meeting a goal, taking advantage of an opportunity, or just avoiding harm.
On the GM's part, their job is to present the players with Opportunities and Threats within the scene, each one building towards a cinematic encounter between the Heroes and the opposition, be it a horde of goons, a devious trap, or the villain of the story.
You're not the World, but a Stage
GMs who cleave towards a more simulation-based philosophy of running a game will find themselves somewhat challenged by the chief conceit of 7th Sea second edition. The game is engineered so that your role is not that of a director rather than that of a referee.
Threats and Villains exist so that you can highlight the Heroes. And even the character creation ensures that the Heroes know exactly what they're getting into, and how they'd like each tale to end.
This eliminates a lot of the creative input from the side of the GM, and those who are used to a more open, sandbox method might find themselves lost as to how to properly run the game.
Pretty as it gets
I will say that the artwork and layout for the book is gorgeous, with full colour illustrations and easily readable text. The lack of over-sexualised images is a major plus, and I found a few pieces that took into account the LGBT fans as well, something that I feel will be very much appreciated.
7th Sea Second Edition isn't an old car with a new coat of paint. It's a familiar shade of paint on a brand new car. If you're looking for more of the old, then you might want to be prepared to be surprised.
However, if you're looking for a game that delivers rope-swinging swashbuckler-y fun with the ability to take your own story by the reins, then this is the game for you. John Wick clearly knew what he wanted to do with the game, and didn't waste time killing sacred cows to make it happen.
Exalted Third Edition is the glorious return of a game that I had almost given up on. It's funny how my experience with the game mirrored a lot of the in-game history.
The first edition was my First Age, full of wonder and promise that collapsed under the weight of complexity.
The Second edition was my Age of Sorrows. I wanted to like it, but it failed to capture my imagination.
This latest edition however, brings back the feel and mood that I loved, while demonstrating a stronger mechanical rigor that helps it stand despite the complexity demanded by the setting.
Each subsystem has been carefully considered and playtested, and adds a different kind of fun to different players. But what struck me the most was the fact that a lot of the gamey mechanics actually relied on a lot of role-play to pull off.
Social Influence rules are an easy example for this, as the player must think and act like they're really looking for social leverage before they can act, or else the odds are stacked against them.
The changes to the setting are well considered, and while there are a few add-ons that feel a bit difficult to accept at first (like the Liminals) others were things that I didn't know I wanted until I saw them, like the Exigents.
Creation is familiar and yet feels renewed once more. Solars have arrived and there's a stronger call for them to become heroes more than ever.
Despite the delays in production, and the myriad little things that went wrong and slowed it down, the end result is a thing of beauty. I'm glad to have backed this book, and even happier to put down money to buy a print version when it finally becomes available on PoD.
If you've ever wanted to play Exalted, or if you're still on the fence on whether or not this is a good evolution of the game, don't worry, and jump in. You won't regret it.
Worlds in Peril is surprisingly well done, with rules that help emulate all sorts of superpowers without needing a ton of specific rules describing each and every power (and modifiers that change how those powers work.) It's elegant, and focused more on telling a good tale of do-gooders punching bad guys than emulating physics by any stretch.
Character creation is a breeze, mechanically, but may trip up a few people who aren't used to building specifically from a concept. As a game built around the Apocalypse World rules, the mechanics are a simple 2d6+Stat roll with results based off a chart depending on which Moves your character is doing. It's very different from the games I'm used to running, so the ease of play took me by surprise.
My biggest concern about the rules would probably be the Limitations. The way that they are used is simple enough to understand, but I had to work very hard with my players to get them to understand how Limitations to a character work and how they work with Bonds. Aside from that, the rest of the rules run well.
Worlds in Peril looks great, with wonderful art and good, readable layout. There are a few bits where the writing could be clearer, but after a few re-reads and a one-shot or two I was able to get everything else in order in my head.
If you're looking for an easy to learn (and fun to play!) superhero game, and you don't mind a rules-lite approach, definitely give Worlds In Peril a try.
Ryuutama brings to life a different kind of game from the tired fantasy tropes that have been the norm in RPGs for years now. With the focus on the romance of traveling and the merry adventures that the adventurers encounter, Ryuutama delivers a refreshingly new experience to the table.
I will admit that I did have early difficulty with the presentation of some of the information, especially early on, with some Traveler Classes and Ryuujin Types thrown at me up front without any context, but it's a minor quibble. The artwork is gorgeous, and I wish there were more of it somehow.
Combat looks tactical, without being bogged in the ammo-counting, hit-location identifying drudgery that detracts from the experience.
Ryuutama is a Fantasy game, but it occupies its own niche, and does what it chooses to do very, very well. I would definitely recommend this to groups looking for something different, lighthearted and yet capable of being much more.
TitansGrave: The Ashes of Valkana is a splendid setting that gets the whole Thundarr: The Barbarian vibe across in a consistent world. The setting is very cool, especially for an 80's kid like me, and the artwork is an absolute joy.
The additional mechanics are very sparse but definitely useful for branching the AGE system into sci-fi stuff, without adding too much complexity.
The adventure is the key component of this product and it is perhaps one of the most fun-looking I've read up on in a while. At this point I'm already tempted to call up my gaming group to ask them if we could run this right away.
My only nitpick about it is that I wish it covered more ground in the setting. Still you could have more than enough fun romping around the regions detailed in the book so far.
I'm definitely looking forward to seeing where this line might develop into and how they plan to expand it. Bottomline? Buy it. It might just be your new favorite science-fantasy setting.
Fantaji reminds me of Early Dark in the sense that both of them are clearly works of people who had a single, powerful vision. Fantaji's approach to gaming takes narrative elements and gamifys them, using Drama as a currency to push characters (or obstacles) further. The "Playing To" mechanic insures that all actions serve the hidden bounds of a story's themes and it all comes together like clockwork.
That said, the elegance of the mechanics also makes it a little difficult to grasp. I've read through it and I understand it, but it wasn't easy. YOu will need to discard quite a bit of your old habits as far as RPG rules go. I definitely see spending more than a few practice sessions of work from all players to finally get it up and running smoothly, but once everyone gets it, Fantaji should run very well.
In addition, Fantaji is very well illustrated and the layout is clean. The language used is pretty accessible, though there are a few parts which make me flinch just the slightest bit, such as when it uses marketing language inside the product (it's "crazy versatile!" being the most memorable phrase that comes to mind.)
Overall, Fantaji is an unique entry to the lineup of universal RPGs that has a LOT of new ideas. If you like generic RPGs but are tired of point buy options, you might want to give Fantaji a go. It's not quite FATE, but it certainly feels like a fork of the idea of gamifying a narrative. Definitely a worthy addition to an RPG shelf.
Thanks to the generosity of Monte Cook Games, I was given an opportunity to take a peek at a pre-production copy of the CSR! Needless to say, I was pretty stoked about it, which explains this First Impressions review.
What is it, and what is it for?
The Cypher System is the name of the rules that power Numenera and The Strange. Designed to put story at the forefront of gameplay, it kills a few interesting sacred cows to promote a much more dynamic style of play.
This makes it a prime candidate to be the baseline for a generic rpg product that people can use to spin off their own games. And now, Monte Cook Games makes it possible with the Cypher System Rulebook.
The Basic Mechanics
I've gone over the basic mechanics before in my Let's Study articles for Numenera and the Strange, but I'll try to give a quick summary here.
Basic mechanic is a 1d20 roll against a set target difficulty that ranges from 3 to 30. This difficulty is set by the Level of the obstacle or opponent. This allows the game to function without the GM having to roll, resulting in a much faster game.
Other fiddly bits involve the expenditure of a finite pool of Effort to reduce the difficulty of the task, and the use of set damage to further streamline play.
Rolling a 1 is always bad, while rolling a 19 or 20 results in getting a minor or major effect that further improves your success.
I've gone and said it before, but it's fast, elegant. Furthermore, the focus on speed and offloading rolls from the GM's duties allows for a much more interesting game as the GM can focus on the story.
Character Types
Previous games using the Cypher system featured three types with different names appropriate to their settings. The CSR gives them much more generic-sounding names for the sake of clarity: Warrior, Adept and Explorer.
However, the CSR also adds a fourth Type in the form of the Speaker. The Speaker fills the niche of the social character. While this has been folded into the other types in the previous games, I'm very happy to see them get their recognition with the CSR ruleset, as it is meant to cover more than the usual Action-Adventure genre, which is something we'll come back to later.
The Types section also introduces Flavors, which are separate sub-packages of new abilities that can be traded into an existing type on a 1:1 basis. Meaning you can give up an ability pick from the Type in exchange for an ability from a Flavor. I'm all for customization, so I'm very happy to see this.
Character Descriptors
I'm glad to see that there's a hefty serving of fifty different character descriptors in the CSR, all of which are geared towards being generic enough to fit any genre.
There's something for everyone here, from Dishonorable to Perceptive, Vengeful to Noble. Negative-sounding Descriptors are particularly interesting as they give benefits while placing a great amount of personality to your character.
Character Foci
The third building block of characters is the Character Foci. Again, there's a ton of different foci in the CSR, but what really stands out for me is the fact that they took the time to provide several tables of suggested Foci that work in the context of different genres. They have a list for fantasy, Modern / Horror, Sci-Fi and Superheroes.
Here's probably the most exciting part for me. As a fan of the HERO system, I'm always delighted when I read through rules that twist an existing ruleset to work with a given genre.
As mentioned before, the CSR provides chapter for each of the following genres: Fantasy, Modern, Sci-Fi, Horror and Supers.
Each of the chapters goes into a quick summary of the genre, and how the GM can run it. To further assist, they include charts on which Types (and Flavors), Foci and even Creatures are appropriate for a game. In addition, genre-approriate equipment and artifacts are also covered here.
Some of the Genres also add further Racial Descriptors to denote non-human creatures. Further modifications for genres include special optional rules such as Shock for Horror, and my personal favorite: Power Shifts for Superheroes. I don't want to spoil too much for this, but the rules for Power Shifts is a suprisingly elegant means to simulate the incredible ability superheroes without becoming needlessly complex.
Game Mastering Advice and Running the Game
The last section of the CSR is devoted to helping GMs run the game. From a collection of varied monsters that could fit various genres to the Cyphers that provide one-shot powers, the books gives all the toys that a GM would need, and the advice necessary to use them properly.
It's not often that you get to say that a Generic Ruleset would be suited to a new GM, but the Cypher System Rulebook is definitely an exception. There's enough here to give even fledgeling GMs the confidence to get started.
Overall, the Cypher System Rulebook is a master-class product that manages to become one of the most accessible generic rules I've had a chance to see. While I wish there was more pagecount dedicated to providing even more options for the various genres, I think that's a holdover from my expectations as a HERO system GM.
As is it's a brilliant product and one that is definitely worth having in your library.
Fantasy AGE is technically a generic fantasy RPG that will let you play the heroic characters in the well-known adventure fantasy style of play made popular by D&D. If you're familiar with the 3.X era of rules of D&D, some of the concepts and ideas used in Fantasy AGE will be familiar to you, as the AGE System draws much of it's inspiration from True20, which in turn was an offshoot of D20.
The book itself is beautifully illustrated, and well laid out in an easy to read fashion. As a generic fantasy ruleset, it doesn't come with a setting, so those looking for a new game with a complete world might be a bit disappointed.
That said, what IS here is a complete ruleset for running fantasy, with a few innovations that break away from the norm, while sticking to a few sacred cows that could use a bit of simplification.
Basic Mechanics
The Resolution system for the AGE system is a 3d6 + Ability roll against a set difficulty. The twist here is that one of the three dice you roll should be a different color, as it serves as the "Stunt Die" which serves several different purposes.
If a player rolls doubles, then the value of the Stunt Die determines how many Stunt Points is made available for the character for that action. The Character may then execute any number of Stunts that they can pay for with that pool of Stunt Points.
It's a neat mechanic, and the addition of Stunts certainly adds a bit of dynamism to an encounter.
Character Creation
Making a character in Fantasy Age is pretty straightforward, and might trigger some deja vu from D&D players. The first step is to determine a character's Abilities. These are:
Unlike D&D, there's no need to derive further stats from these, as the values in your Ability are the ones you'll add to your 3d6 roll. I appreciate how this cuts out an unnecessary step and just keeps the useful bits.
Abilities can be rolled and assigned in order, rolled and assigned by preference or bought in a point-buy system.
Ability Focuses are an area of expertise within an Ability. This is the "skill" system of Fantasy Age, and each of the Abilities has at least 4 different Focuses in them. For example, Strength Focuses include Climbing, Driving, Intimidation, Jumping, Might and Smithing.
There are six races to choose from in Fantasy AGE: dwarf, elf, gnome, halfling, human and orc. Each one has it's own package of Modifiers to the character, as well as a small table of randomly determined additional Benefits. It's a nice touch as it makes certain that two characters of the same race will still have something to make them different from one another.
Once you have your Abilities and Race squared away, you move on to Backgrounds. This trend of adding backgrounds with mechanical impact is a good one, and I'm glad to see it here.
Backgrounds are determined by making a couple of rolls and a lookup in a table. Backgrounds are sorted by Social Class, which ranges from Outsider to Upper Class, and each of those has a smaller list of Backgrounds to come from. Each Background bestows an Ability Focus to the Character.
Finally we get to Classes. There are only three Classes in Fantasy AGE: Warrior, Rogue and Mage. Each of these Classes has a package of traits, including recommendations for primary and secondary Abilities, starting Health and Weapon groups that the character can wield. Each Class also has a large list of powers, that expand with every additional level up to the cap of level 20.
Each level either bestows new abilities or gives opportunities to learn Talents, which are like D20 Feats, though each having a 3 tier progression from Novice, to Journeyman and Master levels.
The only derived stat I could see in the entire character creation process would be the calculation for the character's Defense value, which is done by adding up 10 + Dexterity + Shield Bonus (if applicable.)
Character Specializations
Here's the fun part. I know I said that there are only 3 classes in Fantasy AGE, but they get to add back a lot of variation by adding Character Specializations. These are micropackages that are tacked onto an existing character, bestowing benefits at certain levels. Again these benefits are ranked as Novice, Journeyman and Master and have certain requirements for a character to obtain.
The Equipment chapter of Fantasy AGE feels surprisingly... old. There's a lot of bean counting, with perhaps only the absence of encumbrance and weight as the only improvement from the classic D20 stuff.
That said there's an audience for this kind of stuff, so if you'd like listings for mundane tools, services, goods, food and lodging, the game has those too.
The Magic system for Fantasy AGE works on the basis of 12 Magic Talents, each covering a different Arcana. Mages begin with 2 of these (each one granting 2 spells each), and they advance in rank as they level up.
Spells require Magic Points to cast, which are calculated by a simple formula: 10 + Willpower + 1d6. This value goes up every time the Mage levels up as well.
Mages learn multiple Arcana, making them surprisingly flexible.
Perhaps the biggest mechanical highlight in Fantasy AGE would be the Stunts System. It's neat and easy to remember, and when used outside of just combat, it lends to some unpredictability that can be a lot of fun. The book also includes tables for Exploration and Roleplaying related stunts, which should help jog the imaginations of the players as they go through their adventures.
The GM section
The rest of the chapters goes into some very thorough GMing advice, and covers all the important bits from running the game, to coming up with your own setting, to a chapter on monsters and a sample adventure. It's a great template to follow and the kind of content that I'd love to see in more games of this kind.
The Fantasy AGE Basic Rulebook is beautiful, well-laid out, accessible and sits on the lighter side of rules complexity. There's a lot to like here, much like in 13th Age, as it improves on an existing ruleset but doesn't innovate where it doesn't need to just to be different. Each innovation in this book has a purpose and it comes together perfectly.
It feels solid, and the Stunts are a nice touch. I can certainly see introducing this game to new players and getting them started with little trouble. With new Settings coming out soon, it's definitely worth your time and attention.
Atomic Robo is probably the most impressive RPG I have ever read that works with a licensed IP. It manages to hit all three most important factors in licensed RPGs: it's fun, the rules reflect the fiction of the setting, and it manages to make me interested in the comic. Likewise fans of the comic might find themselves interested in the game.
The Fate Core rules fits Atomic Robo like a glove, and the custom mechanics for this game enrich the basic Fate Core system while highlighting the strengths of the setting. It's relatively easy to learn, and there are enough examples to facilitate the learning process.
GMs and players alike are given freedom to make pretty much any character they want, thanks to Weird Modes, and the Brainstorm and Invention rules makes certain that Action Science is still the key theme of the game.
There's plenty that other games can learn from checking out how Atomic Robo manages to provide a lot of freedom of choice, while adding a structure for guided fun in a game. The mechanics are elegant and each rule exists to further the theme and activities of pulpy fun.
Atomic Robo is a great game for those new to the hobby, and those looking to get into Fate Core. Old hands at Fate will find plenty to like here as well as Brainstorming and Invention Rules can work in any setting that needs it.
Definitely a must buy for any RPG gamer looking for pulpy action-adventure fun.
If you're looking for a more in-depth coverage, check out my 6 part Let's Study articles for Atomic Robo over at my blog:
Tianxia is a rules-light to rules-medium Wuxia game that introduces the genre in a friendly, easy-to-learn fashion. The book is written well, with a clear language devoid of unnecessary flourish that could distract of obscure the information needed to run the game, something that I certainly find to be very helpful.
The game itself applies minor rules adjustments and a fully formed Martial Arts system on top of the FATE Core rules in a relatively seamless manner, and feels like a system that was intended to work with FATE from the get go rather than being welded on forcibly. Fans of the FATE Core system will find this to be very easy to learn.
Fans of the genre will find that Tianxia covers all the bases when it comes to Wuxia. There's a little lack of emphasis on the tone and themes of Wuxia in the book, but that's a minor nitpick on my end as I wish it was brought up a bit in the start of the book rather than at the end with the GM chapters.
There's an awful lot of mechanical support for GMs, from a campaign creation worksheet, to an adventure menu and pre-generated characters and antagonists to work with.
As a relatively new person to FATE, I feel that I'll need to get a couple of test sessions to really get comfortable with the combat system to find out the true extent of the various Techniques in the Kung Fu system of Tianxia, but from what I've seen they're certainly formidable.
Overall, Tianxia is a great start to a Wuxia RPG. There's enough to run a campaign, but plenty of white space around for GMs and the authors to add on new elements. If you're a fan of Wuxia, you'd be doing yourself a disservice if you didn't pick this up for your collection.
If you're interested in checking out an in-depth 5 part study of Tianxia, check out my blog:
Mindjammer is both a complete game, and a universal toolkit for running science fiction games. As a FATE Core game, I feel that Mindjammer delivers the full FATE experience while adding no small amount of additional mechanics to simulate the special cases that matter in sci-fi. While the core mechanic is very simple, the game does run the risk of becoming very complicated very quickly and may take some FATE Core enthusiasts by surprise.
Character creation isn't as quick as I'd imagined, but that's offset by the benefits of having a large number of options for your character. The resulting experience resembles that of more mechanics-heavy games that may require a session devoted completely to making characters and hammering out the group.
The main draw of Mindjammer for me however, would be the concepts and ideas presented, all with significantly robust mechanics to follow through. Elements like Transhumanism, cybernetics, diverging evolution, cultural conflict are all heady ideas, but every single one is represented in the rules somehow. Mindjammer doesn't just drop these concepts on you either, but introduces each one with the care and patience of a schoolteacher, ensuring that any GM who picks up the book and takes the time to study it will have the confidence necessary to run a game in any kind of modern sci-fi setting.
The layout of the book is well done, with proper sidebars and tables to help parse information, and non-distracting layout elements to facilitate easy reading. The artwork is universally good, but I'm afraid no one particular piece of work has stood out as truly breathtaking for me, a shame given the potential of the setting for being really open to high weirdness.
When I started this series, I was wondering just how much detail you could cram into a FATE Core game, and I'm pleasantly surprised by what Mindjammer has done. I would have no hesitation in recommending Mindjammer as a must buy for anyone interested in running a sci-fi game especially given what you get for the price.
For a massive 10-part review of Mindjammer, check out the Let's Study series on my blog:
Pirates & Dragons is perhaps one of the most honestly named RPGs I know of.
In a nutshell, it's a rather well-written game with fairly extensive mechanics that will appeal to those that enjoy more substantial games rather than narrative ones. The Artwork is pretty good and evocative of the setting, which is more realistic than it is fantastic. There's plenty of opportunities to get in trouble in the game, and there are hefty swashbuckling rules to mirror dynamic combat and more than it's fair share of fumbles.
I would recommend Pirates & Dragons to those looking for a pirate game that has a stronger adherence to "realism" as opposed to fantasy, despite the presence of dragons. That said, those looking for lighter games might find themselves looking at a ruleset that is perhaps a little too crunchy for their tastes.
Overall, would definitely recommend this to those looking for something new in the Pirate genre of gaming.
Kevin Crawford has yet to come out with a product that disappoints me.
Scarlet Heroes is an easy-to-learn old-school game with an elegant set of mechanics that are both easy to implement and a joy to run. With an intriguing setting which mashes up different cultures and races against a mysterious threat, there's plenty of adventuring to do, even with just one or two players! Definitely a strong contender for a weekly game, and works wonderfully for times when you don't have a full party to work with.


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Dolphin Artists :: DJ Missbehavin
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Game Photos: Notre Dame Lacrosse Earns Semi-Final Berth by Beating Virginia, 12-10Lacrosse Playground /
CHESTER, Pa. - For the third time in program history the Notre Dame men's lacrosse team will be playing on Championship Weekend. No. 4 Notre Dame topped No. 5 and defending national champion Virginia 12-10 on Sunday Continue Reading