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I bought this solely for the GM screen but found out only after downloading it that it doesnt contain it. I am rather unimpressed. Save your money
A classic adventure from the glory days of Runequest, this is a tough challenge for even an experienced band of adventurers. It's a cavern crawl for sure, but as so often with RQ adventures it's the realisation of the monsters and denizens as characters with a history, motivations and goals of their own that elevates this above the dungeon crawls of it's day.
Combine that with Runequest's highly tactical combat and magic systems and deep links into they mythology of Glorantha and it's no wonder this adventure has such legendary status among RQ fans.
This is a very nice face-lift of the CoC quick-start. There really aren't many rule changes, CoC/BRP is still one of the most consistent RPG rule-sets after all this time. I also really liked the new artwork and layout. If this is an indication what the full 7E rule-book will look like, my wallet is ready. 6E really had over-wrought fonts and a really dark look that was hard and painful to read.
If there's only one real downise, it's that at this point it would have been nice to get a new adventure. I can appreciate The Haunting, but assuming it'll be included in 7E like it has been for the past few releases, something new would be nice, especially veteran/returning GMs introducing CoC to new players with this quick-start.
So I like role playing games and game mechanics. I remember a time when game mechanics and adventures were easy to engage with and referee. This adventure reminds me of that time. The rules that are included make sense for beginners and vetrans who want to strip it down.
The adventure itself is easy to follow and contains many hooks for further exploration into the Cthulhu pantheon of materials and adventures.
Recomend this product highly! Fun easy engaging, worth the look!
This book is filled with amazing artwork and lots of fun facts about H.P. Lovecraft's well-loved (and feared) mythos creatures. While the book stands on it's own for those who are only interested in the Cthulhu Mythos, it's also a well-made book for those running Call of Cthulhu games.
Overall I'm very pleased with the PDF version of this book. It's everything I hoped for, times ten.
Everything a players needs in order to play Call of Cthulhu without having to buy the main rule book and be tempted to read all the Gamemaster stuff. This latest edition is a great update, well written, and awesome artwork. Highly reccomended.
First off: VERY few changes in 7th edition. DON'T GET SCARED OFF BY THOSE WHO SAY OTHERWISE. Your old books are STILL PLAYABLE.
These quickstart rules are great. You can play the game for a long time using justr these rules, IF you have a list of occupations because these rules list just a few. So if ypou're on a budget, this plus an oldf copy of the Investigator's Handbook from a previous edition would let you play for yonks. Chargen is simplified, so when switching to the full game, players might want to redo their characters using the full system. As far as I can tell, all of combat and sanity rules are here and they offer all the complexity I need.
The Keeper screen text is too blurry to be useful. I'm surprised it's that bad (1 star)
4.5 stars for the included adventures.
I haven't had to chance to "play" this adventure, but I've looked it over and in and of itself, its an "ok" adventure, but what it represents is much more interesting...
As the first of a 6 part/month Living Campaign, its ambitious of Chaosium to try to support this kind of gameplay and for that reason I grabbed a copy alone. The fact its free makes it very much "worth what you paid" to even "a great value."
The design and layout isn't amazing, but its passable. There's little interior art, but again "free book" and art is expensive.
The design of the adventure is a tad more pulpy to me than the standards of horror, but this may be solely because of the creatures choosen as the advisary, as much as anything.
Look -- it's at the minimum, a free adventure for CoC. At its best, you're looking at the first attempt at a live campaign, and THAT deserves your support!
Very much old school. This for me is what drew me to Runequest in the first place, while D&D has a place in my heart as my firt love. Runequest with these kinds of adventures and suppliments is what fired my imagination
Absolute old school brilliance. Good system set in one of the richest and most interesting fantasy worlds ever created. The combat feels real without being too rules heavy. Outstanding treatment of magic and gods. Buy this and the Guide to Glorantha, The Cult Compendium, and numerous other titles published over the years and you'll never look back.
It's fantastic to have high-quality scans of these classic items available at a reasonable price again. The legendary Balastor's Barracks! And...to boot...a never-published adventure by Greg Stafford!
(Yes, that module by Greg Stafford isn't complete...but it gives you more than enough to get you started!)
Fantastic job by Chaosium, I look forward to seeing what other treasures from this classic era of RuneQuest we get to look at.
The scan is not very good. Poor quality. Glad I didn't pay much for it!
Originally Published at: http:/-/diehardgamefan.com/2014/12/15/tabletop-review-call-of-cthul-hu-seven-edition-investigators-handbook/
Usually I'm a bit quicker with reviewing Call of Cthulhu releases as they come out. Case in point, the Seventh Edition Keeper's Screen and adventures. However, both the Investigator's Handbook and the Keeper's Guide (AKA the core 7e rulebook) had some typos and errata that needed to be fixed. So I decided to hold off on my review of the games while the forum-goers at Yog-Sothoth volunteered their editing skills to Chaosium for free. That way my review wouldn't have a section devoted to paragraphs of negativity in that regards – especially since PDFS are editable the same way video games are patchable these days. Now, if my leatherette copies of the books have that many typos… those reviews will be a bit more scathing in regards to proofreading. Plus I've written seventeen other reviews since 7e COC came out, so it's not as if I haven't providing you with worthwhile content, right? Now let's talk about the book.
The Investigator's Handbook is not a complete Call of Cthulhu rulebook. It is, as the title suggests, devoted purely to the subject of Investigators. For those new to Call of Cthulhu (and shame on you for that), an Investigator is your Player Character. So in many ways, think of the Investigator's Handbook as the equivalent of the Dungeons & Dragons Player's Handbook, with the Core Rulebook acting as a combined Monster Manual and Dungeon Master's Guide. Don't worry though, unlike that other venerable role playing game, Call of Cthulhu still has character creation rules in the core rulebook. The Investigator's Handbook is simply a much more in-depth look at creating and playing characters in this new edition of Call of Cthulhu. For longtime Call of Cthulhu veterans, think of the book as a Seventh Edition version of the classic 1920's Investigator's Handbook from the 1990s that many of us have used religiously since its release (perhaps through Byhakee). Either way, the Investigator's Handbook is not necessary to play a game of Call of Cthulhu where the Core Rulebook IS, so if you don't have a lot of disposable income to spend, go with that book (which we'll review later in the week) rather than this one. That said, the Investigator's Handbook is extremely well done, gives you more options in terms of occupation and advice on character building that you wouldn't have otherwise. If you're a big Call of Cthulhu player or a Keeper who wants to give their friends a look at the CoC rules without revealing monster stats or the adventures in the back that they will be playing next week, the Investigator's Handbook is definitely worth its price tag – especially digitally.
Chapter One in the Investigator's Handbook is "Introduction." This is the usual, "How to play a role-playing game" section, along with an overview of what one can expect from Call of Cthulhu. The chapter also gives an example of play, which highlights some of the changes that come with this new edition. Now, many of the changes between Sixth and Seventh Edition CoC are superficial and have little to no impact on how you already play the game. We'll only cover the character creation bits later in this review as they pop up. Other rule changes will have to wait for the Core Rulebook review, since that is where they are covered. Anyway, "Introduction" is short and reminds newcomers of things they will need to play the game, like dice, character sheets and an imagination. If you've ever played a tabletop RPG before, you can easily skip this chapter and not feel like you have missed anything. It's well written though, so it won't hurt for you veterans to skim it over.
Chapter Two is "The Dunwich Horror." This is literally just a reprinting of Lovecraft's famous short story. For newcomers, it's an introduction to Lovecraft's writing style as well as the tropes and creatures one might run across in a typical Call of Cthulhu adventure. In previous editions of Call of Cthulhu, the Core Rulebook reprinted The Call of Cthulhu, which made sense because both share the same name, and it's probably Lovecraft's best known work as well as featuring his best known creation. In 7e CoC, we don't have any story in the Core Rulebook, and The Dunwich Horror in the Investigator's Handbook. Like much of Seventh Edition, this change feels like change merely for the sake of change. A fresh coat of paint or optical illusion making 7e feel different from previous editions, when in fact it's 95-99% the same game as it was when it was first spawned decades ago. At the same time, when you step back and look at the changes from the point of view of bringing in newcomers to the game, replacing The Call of Cthulhu with The Dunwich Horror makes a lot of sense. Although The Call of Cthulhu made sense on one level, The Dunwich Horror feels more like a what a Call of Cthulhu ADVENTURE novelization would be read like. It fits the game better mood and theme-wise, and also lets newcomers understand what most adventures will feel like, in addition to what Investigators are in for. So the change is neither bad nor good – it's simply a change that makes sense on some levels and not at all on others. It just depends on your PoV. This is true of ANY Edition for ANY game that comes out, hence why we have the phrase, "Edition Wars." So I'm okay with this change, but I do wish the Core Rulebook had kept The Call of Cthulhu to compliment it. It would allowed both stories to be found by newcomers and would have kept everyone happy. However, this is 2014, and it's not like you can't find everything Lovecraft has ever written on some public domain website anyway.
Chapter Three is "Creating Investigators." Here is where you get the character creation rules. I have to admit, back when I read through (and had to review) the Quick Start Rules for CoC 7e, I was really worried. The character creation rules in that were abominable and merely made cookie cutter generic characters. They were terrible the same way the rules for making D&D characters in the RPGA were horrible. Both were an odd change to set specific stats instead of die rolling. Making this change for CoC 7e was especially troubling, as previous editions of the game included the normal rules for character generation. Couple the fact that The Haunting took up twice the page count as it used to because of the mechanics change (it would later just be that the team did a terrible job converting and explaining the new mechanics rather than any real significant problem with the changes to the rules set) and CoC 7e made a disastrous first impression on me. Thankfully, as this chapter shows, the final version of character creation is nearly the same it has always been. What little changes have been made are more a different way of writing down the same data/dice rolls.
So what has changed? Well character creation is still pretty much the same. You're rolling 3d6 or 2d6+6 for your stats. However, now you're multiplying the end result by 5, giving you a number of 90 or less. So why make this change? Well, skills in Call of Cthulhu have always been percentile based, so this is a cosmetic change so that you don't have, say a 14 in Strength but a 67% in Quantum Physics. Instead you'd now have a 70% in Strength. It's a small visual change that makes the character sheet look uniform. That's it. It's not a big deal. Well, it's a big deal if you're a veteran and your mind is still reading things the old way, causing you to crap your pants seeing a monster than now has 250 Strength Stat instead of 50. Newcomers and casual Call of Cthulhu fans will adapt to the changes a lot easier because they aren't conditioned after 10-30 years of see CoC stats written in the same old fashion. It's a paradigm shift, as veteran CoC'ers will have to break their conditioned way of reading stat blocks, but the new version works exactly the same as previous editions did. It's just now, instead of being told "Make a CONx5 Roll," you just make a CON roll. The change is neither good nor bad. It's a visual change, not a mechanical one; I can't stress that enough.
Some other, smaller changes are that the character sheet now lists half and fifth roll values for Hard and Extreme rolls respectively. In the past, a Keeper could make you roll a stat or skill at an arbitrarily reduced value, because the challenge was greater. So that Dodge roll you normally make at 75% could be reduced to 55%, 38% or whatever. Now, the character sheet has you put these values in right away and names specific types of rolls where they would be used. What this does is make the game run smoother during an adventure. You don't have to do fiddling basic math to determine a roll value, as it's already on your character sheet. However, it does only give Keeper's two options. So all those x3, x4 or whatever rolls are essentially gone. Of course, they don't have to be in your own homebrew game, but again, we see a rules change that is neither outright good or bad, but a little of both.
There are some bigger changes, like your Luck stat. In previous editions it was your POW score x5 and was a permanent stat. Now Luck is determined by 2d6+6 multiplied by 5 and is a shifting stat, similar to Sanity Points. Idea and Know stats (and thus their rolls) are also completely removed from the character sheets and so out of sight, out of mind. They still somewhat exist (you'll see them referenced in Chapter Eight) but they might as well not. I'm a little less happy about this, because Idea rolls were always a way for a Player to see if the Keeper could throw them a bone where they were completely stumped. Luck as a sliding scale trait is perhaps the biggest change to CoC 7e, and like many of the changes, I see the pros and cons. On one hand, there was no need for the change. Luck worked well as it was and there was no need to change it. On the other hand, as a shifting scale stat, you can now spend Luck to help other rolls at the cost of having a lower Luck stat down the road. After all, eventually luck does run out… even for Gladstone Gander.
The other two notable changes include the addition of a Build Stat and how MOV (movement) is calculated. Now these two stats are perhaps the weakest changes in the game. Build because no one was clamoring for it. It's an unnecessary and rather poorly thought out stat and I've yet to talk to anyone that is actually using it or liking it. It almost certainly won't survive to 8th Edition. Essentially the idea is that Build gives you more of a damage bonus because as the book says, "Larger and stronger creatures…do more physical damage then their smaller brethren," which is a hugely erroneous statement that anyone with a smattering of anatomy, biology or fighting background can tell you is incorrect. This is why middleweights in UFC/PRIDE/Etc are considered to be better fighters and have stronger attacks than Heavyweights. This is what is essentially the "Vince McMahon" fallacy in that big guys somehow do more damage than a smaller counterpart. It's a shame to see Call of Cthulhu add this in. Sure a rhino hurts worse than a mouse, but that was something already calculated in attacks and that's also a huge size distance. Build is just an outright terrible idea and I'm kind of surprised the idea made it past playtesting.
MOV has similar, but far more minor, issues. It's determined by whether DEX or STR is greater than your SIZ rating. If both stats are less than SIZ, MOV = 7. If one stat is higher or equal to SIZ, MOV = 8. If both are higher, MOV = 9. Again, this is an interesting addition to the game but poorly thought out and not even close to grounded in how MOV should be calculated. Strength and Size aren't the ultimate factors in speed and distance. This probably should have been DEX and CON. DEX for agility and reaction time and CON for endurance and keeping a speed maintained. This is better thought out than build by far, but the stats and determination are definitely off here. Again, something that shouldn't have made it past playtesting but it did and is unfortunately canon in the form it takes. Alas.
So we've seen the two negative changes to character creation, but there are also some obvious positives as well. EDU can't go into the twenties and thus give you a 100% or higher Know roll now. That was always a bit. I also love that Skill Points are just based on your EDU stat know. It always seemed off that a PC would be penalized for playing a Hobo and thus get dramatically less skill points simply because of his EDU rating. He could have picked up skills like hide, spot hidden and track with the same percentages a Scientist might have chemistry and geology. Now your skill points are based on a stat appropriate to your chosen occupation, which is AWESOME and a long time coming. I also love the renewed emphasis on Credit Rating in the game. Over the years, the importance of this skill outside of Cthulhu by Gaslight has dwindled dramatically to where I rarely see it called for in adventures or by Keepers. That will definitely changes with 7e, which is really nice. Another new change are a few optional packages for experienced investigators. You get some extra skill points in exchange for a few subtractions in other areas. For example the Police package can net you 60 extra skill points in exchange for a loss of 1d10 sanity and some scar, injury or phobia being attached to the character. Very cool.
So yes, there are some changes I think are terrible, some I absolutely love and most aren't really changed to me, but are instead of different way of writing up a character sheet. Most people will probably feel the same way, although what they like/hate will probably be different. Again, this is going to happen with any game getting a new edition. Overall though, I'm pretty pleased with 7e and think it's a good update of the system, even if the system didn't necessarily need one.
Aside from all this, the chapter gives you the re-creation of Harvey Walters in 7e form, some random tables to help you make a character background and a strong emphasis on creating a rich back story for your Investigator, who admittedly might be eaten by Deep Ones on his or her first adventure. The chapter also includes alternate ways of character creation including the loathsome Quick Start version they threw at us but several other methods that feel like they were pulled from AD&D 2e, which is not bad (I love 2e!), but they are almost in the same exact order those alt character creation methods were listed…so that was odd.
Chapter Four is "Occupations" and this is simply a very long list of well, character occupations. If you're new to CoC, think of your Occupation as a class. Instead of being a Fighter or Decker, you're a Criminologist, cowboy or librarian. There are over 100 Occupations in this book and if you still can't find one you want, work with the Keeper to make your own. Want to be a Ninja – it's not in the book, but you can easily make that Occupation! Some occupations are also listed with tags like "Classic" or "Lovecraftian" to help people choose if they want a more "authentic" character, but obviously these are optional. If you really want to be a circus clown in 1890s London, there's no reason you shouldn't be! Each Occupation gets a paragraph or two of description and then a list of how their skill points are generated, Credit Rating range and a list of skills for the job. A member of the Clergy gets EDUx4 skill points while Diver gets EDUx2 + Dexx2 skill points. Some jobs even has sub-sets with different skill sets. A Driver can be a Taxi Driver or a Chauffeur in addition to just plain old Driver. Fantastic. I love all these options and this chapter alone is worth purchasing the Investigator's Handbook for. Oh if only 7e was compatible with my beloved Byhakee program.
Chapter Five is Skills and similar to the previous chapter except than it focuses on well…skills. That should be obvious. Here you get a list of all the skills in the game (although you can always make some more if needed), what the percentage essentially means and an explanation of how to push a skill. Pushing is a new concept where if you fail your roll, you get a second chance if you want. However if you fail this second roll too, something bad happens. In truth, this isn't a new aspect of the game but rather something a lot of people house ruled in and it's simply become canon with 7e. Like with any addition of CoC, some skills from the previous version are gone entirely, some are combined and some new skills are added. This is what it is. It's simply a fact of CoC edition changes and I can't imagine anyone will be surprised or outraged by what is here. Chapter Four is simply an in-depth look at each skill to help newcomers understand what exactly each skill lets them do. It's very well done and even longtime players will enjoy flipping through this chapter.
Chapter Six is "Investigator Organizations," which begins a trend for this latter half of the book. The trend being well written and entertaining fluff CoC fans will enjoy reading but is in no way necessarily to play the game. Some might regard these sections are superfluous, but I think they provide an excellent service, especially for newer CoC games. Take this chapter for example. It gives examples of how to create a unified team of investigators instead of having each player make their own and watch the Keeper squirm as they try to create a sensible cohesive narrative that brings say, a bus driver, diplomat from Ghana and a member of the KKK together for they adventure they have decided to run. You get an overview of how to create a group concept as some interesting examples ranging from some war buddies to a circus. Fun! There are also some pre-generated character examples for each of the groups described here in case a Keeper wants to use one.
Chapter Seven is "Life as an Investigator." This is an especially useful section for people new to RPGs as it talks about the usual process a character or party goes through to solve an investigative adventure like those normally found in CoC. You get ways to gather information, how to create plans and also how to enact them without being horribly murdered by cultists or eaten by Yig. Things like that. It's a very fun chapter that once again, contains information most veterans of the game know instinctively, but it's so well written, you'll have run reading it. That can easily be said about a lot of this book and god knows I've repeated those statements in this review several times but remember, Core Rulebooks are written with new players or those that have been out of the loop.
Chapter Eight is "The Roaring Twenties." This is a quick historical overview of the main time period Call of Cthulhu is played in. It's very detailed and covers a myriad of different aspects of the time period from social issues to technology. It's fantastic. If you're wondering what is accurate equipment for the time period, what kinds of cars or guns you can have or how much a paper cost in 1923, you'll find it here. The chapter is mostly fantastic but there are some notable problems with the biographies. For example, the piece on Lindbergh gets a lot wrong and leaves out the fact he was a pro Nazi-sympathizer and went from being one of America's greatest heroes to pretty hated by the people of the time period. I mean, is it too on the nose to make a joke about this version of CoC being written by Brits that somehow aren't Bill Bryson fans? Anyway, if I were you, I'd go with the far more accurate One Summer: America, 1927 for accurate information about not just the people listed in the biographies in this section, but also for a look at the 1920s atmosphere as a whole. It's a great book and again, far more accurate if you're looking for personalities of the era. Still, Chapter Eight is still excellent as a whole and you'll get a lot of use out of it.
Chapter Nine is "Advice For Players." This is simple a bunch of essays to promote better gaming amongst a group. How to handle disagreements with Keepers and other players, the difference between character and player knowledge and so on. There are also some fun reminders like, "Don't rely on guns." and that Idea/Know rolls still exist in some nebulous fashion. Perhaps the most important part of the chapter revolves around sanity and how to roleplay that slow (or god forbid quick) descent into madness that comes hand in hand with the Cthulhu Mythos. Too many gamers have the terrible "Malkavian" way of roleplaying crazy, which is to say they just do stupid random crap and call it "insanity." The essays on sanity in this chapter are a must read even for veterans because this is a common problem even amongst those of us that have been playing CoC for decades.
Call of Cthulhu? You'll find them here. Want six pages of weapon stats? Here you go! It also contains the same set of conversion information that Chaosium has been putting into 7e adventures that have been released prior to these core rulebooks coming out. After that you get the maps that also come with the Keeper's ScreenInvestigator's Handbook. Hope you stayed with me through the whole thing.
Or have we? We've covered all the content but there are two other points I want to make about the book. The first is that the entire Investigator's Handbook is in FULL COLOR. This is a rarity for Chaosium and the book looks fantastic because of it. The art in the Investigator's Handbook is some of the best I've seen in an English release of CoC. The book just oozes style in addition to being jam packed with high quality substance. I mean, just look at the art samples from the book that I plucked out to show in this review! I'm really happy with the overall product and am all the more excited to finally get my hands on the physical release.
Is the Investigator's Handbook perfect? Oh my no. It's a new edition and there will always be issues someone has when there is a change like this. There are a few bad ideas in 7e, but also some great ones. Most of the changes are minor or just cosmetic though, so there should be far less pushback or forum battles over the change from 6e to 7e than you see when games like Shadowrun, Dungeons & Dragons and the like have their extreme makeover ever few years. If you're new to CoC, I say start with the Investigator's Handbook. It's a great read as well as an excellent primer on how to make and play an Investigator. It's only twenty-some dollars for the PDF and you're getting nearly three hundred pages of quality content for that amount. I can't say 7e is going to replace 5e as my favorite version of Call of Cthulhu, but this is an excellent version of the game and I'm definitely looking forward to seeing where the game goes from here. Ia Ia!
Originally published at: http://diehardgamefan.com/2014/11/21/tabletop-review-ca-ll-of-cthulhu-7th-edition-keepers-screen-pack-digital-versio-n/
On Monday, November 17th, Chaosium finally released the 7th Edition of Call of Cthulhu. Well, the digital version anyway. Those of you who want to wait for the dead tree version (or pre-ordered/crowdfunded that edition) will have to wait a few more weeks for that. Since I know a lot of other people will be (are) talking about both the Keeper's Guide and the Investigator's Guide, I decided to start my coverage of the new Chaosium releases with the Keeper's Screen Pack. After all, it's going to be overlooked in favor of the two core rulebooks and because it comes with two adventures, it definitely deserves a piece done on it.
Now, as mentioned, this is a digital Keeper's Screen Pack, not the eventual physical release we will be getting. This means the product comes as nine documents. You get six PDFs and then the two adventures in .epub, .Mobi and .prc formats (in addition to the previously counted PDF version). It's great to see Chaosium trying to be so all-inclusive digitally. Compare that to a company like Games Workshop where their digital releases are iPAD only (lame) or a lot of releases industry wide that are PDF only. What a smart move by Chaosium because this ensures that any e-reader or computer can read and/or use these documents with their gaming group. Kind of. There is one big problem.
The Keeper's Screen is divided into two PDFs – obverse and reverse. In both cases, they look like complete crap on an e-reader. Trying to enlarge them just creates a massive unrecognizable blob and at their default size the PDFs are simply illegible. That means you can't use the reverse Keeper's Screen as a digital cheat sheet. So both pieces are fundamentally worthless unless you are looking at a computer monitor to view them and who has their computer set up while gaming with friends unless you are doing it over Skype? As well, the PDF is not high quality enough to use in a print and play situation. It just does not look good printed off, which again, makes the Keeper Screen part of the Keeper Screen Pack fundamentally unusable unless you use your computer monitor as the screen and have it loaded up on a PDF reader. Obviously this won't be a problem with the physical copy when it is released but right now the Keeper's Screen is pretty painful to look at on an e-reader and almost laughable when printed out. So if you're honestly looking to purchase the Call of Cthulhu 7th Edition Keeper's Screen Pack in its current form or for a print and play option, for the love of god – DON'T. Wait for the physical copy or you will regret it.
Now that said, the layout of the Keeper's Screen is fantastic and if I look at these PDFs as a teaser/preview of what I will eventually be getting in the mail, I'm pretty excited. The front side is a gorgeous tribute to a lot of tropes from the 1920s era of the game. A group of Investigators prepares to enter an ancient ruin built into the side of a mountain while some unnamable lurks in the nearby woods. It's wonderful art and it might be my favorite Screen Art in many years. I'm not a big screen user as I tend to let my players see the dice (I don't fudge for or against the group), but I have a few I really love for the art and ancillaries that came with it like Mayfair's old DC Super Heroes one and the original V:TM screen. The front of the screen looks great and as long as you are patient for the physical copy, you won't be disappointed.
The reverse side for the Keeper's use is pretty nice too. It's well laid out and very easy to find pertinent rules/mechanics on. I especially love the flowcharts for combat and death. These things are fantastic. At the same time, there are some areas that can use work. I appreciate the "Sanity Loss Examples" list and also a list of Insanity Effects. However it's missing the rules for temporary/permanent Insanity or when you would roll to see if Insanity has set in. Now we long term fans of the game know these rules by heart, but for a newcomer, or at least someone new to running Call of Cthulhu, information like this would have been really helpful. Still, the majority of the information on the Keeper's screen is great and will definitely see use, especially since a lot of the rules new to 7e like pushing and canon hard/extreme successes are on here. Again, the PDF is unreadable on all devices save computer monitors, so as good as the content is, you can't use the digital version under most circumstances and so you should probably wait for the physical.
Of course, there is more to this package than just the two screen PDFs and some of those extras might entice you to pick this up in spite of how flawed the screen PDFS are. You also get three maps. The first is of Lovecraft Country. It shows the locations of Innsmouth, Kingsport, and of course Arkham is relationship to the rest of Northeastern Massachusetts. Because Dunwich is farther to the west, it gets its own inlay map showing its relative location in the state. It's a decent enough map. It's nothing fancy or mind blowing, but it gets the job done and will certainly be of use to any Keeper. The next map is of Arkham, MA. It's not really a map as it doesn't really show landmarks of points of interest. It's just kind of an art piece and nothing more. There are close-ups of four districts like the Miskatonic Campus and French Hill but again, there is no real attempt at detail or defining places. So if you're looking for where Pickman's artist studio was, you're out of luck. This was the weakest of the three maps in terms of usefulness, but it is rather pretty, especially the Lovecraftian art placed around the map. Finally we have the Call of Cthulhu world map which is the highlight of the set. It shows the canon locations of all sorts of locations. Not sure where R'lyeh is? Now you will! Thinking Irem is in Egypt because of Mummy: The Curse. This map will show you the correct location. So on and so forth. This is a really useful map and I love the layout. These three maps are a fine inclusion with the Keeper Screen but there's a however coming. Ready? HOWEVER, these maps are all available with the purchase of the core rulebook/Keeper's Guide. Now anyone who buys the Keeper's Screen Pack is going to have the Core Rulebook. Sure there will be some weird rare scenarios where you'll have this set but not the core rulebook, but those are so rare they are not worth mentioning. Besides, how would you run the game without the core book, you know? So these maps, as good as they are, are redundant and not worth buying this pack for. If Chaosium really wanted to entice someone to purchase the Keeper's Screen Pack on its own, they should have included something exclusive to it.
So we've have a Keeper's Screen you can't actually use and some maps you probably already have via your Core Rulebook purchase. So things aren't looking good for the digital version of this release are they? Well, not so fast. Remember how I said this pack needed something exclusive to make it worth your fifteen bucks? Well, there are two adventures that come with this set. Blackwater Creek and Missed Dues come bundled in a single 97 page PDF. Two adventures or a 100 page PDF is still a bit pricey for fifteen bucks but they are by far the highlight of the collection. Whether or not two published adventures are worth the price tag is going to be up to you and how much you enjoy each one. So let's take a look at what each one entails.
Blackwater Creek has a team of Investigators travelling to a small rural Massachusetts to figure out the strange-goings on there. The adventure is really unique because you have two options for how to play it. You can be a traditional team of Miskatonic University staff members trying to track down a missing professor and his wife. The other options is that you play as a crew of bootleggers (It's the 1920s and thus Prohibition era after all.) trying to muscle in on the whisky trade going on in Blackwater Creek. The whisky brewed there seems to be…unique and thus quite popular. The Investigators' boss wants to take control of the region and its spirits and that's where the PCs come in. There's also a third option that the writer of the adventure hadn't considered. Have you ever played any of those super Dungeons & Dragons adventures like Vault of the Dracolich where multiple parties do the adventure at the same time. If you have enough players, try that here. I ran this with a team of Miskatonic staff and a team of Bootleggers (the wonders of online gaming) and let one team's actions affect the other. Together they were able to discover that the missing Professor (and wife) and the source of the strange whisky coming out of Blackwater Creek are interconnected. They also survived the Mythos encounter at the root of this piece once both groups came together where they probably would have died horribly had they tried their plan for success with a regular sized team of Investigators. It was a lot of fun and a really big change from the usual CoC rigmarole.
As mentioned, the core of the adventure is exploration and investigation, but there is room for a lot of physical conflict with everything from creepy mutated hillbilly bootleggers to crazed woodland creatures. More importantly, you'll see player characters transformer mentally and physically as the adventure progresses. Think of it like Ravenloft power checks but creepier. Yes, CREEPIER. It's also worth noting that the adventure's text is extremely newcomer friendly, filled with advice and tips to help the adventure run smoothly. I almost feel that this adventure should be in the Core Rulebook since it's geared towards holding the hand of a new or inexperienced Keeper. At the same time the adventure is very open ended and non-linear. It doesn't even have a specific ending or endgame for the Keeper to follow. What happens is really up to the Investigators and how the Keeper plays off their actions/decisions. The adventure can be as mundane as fighting rivals for the bootlegging operations in the area or as Lovecraftian as dealing with a horrible Great Old One-Human hybrid transforming the region around it into a bizarre collection of fleshy bits and tentacle tree fetuses. Regardless how it goes down, Blackwater Creek is an adventure well worth experiencing. It also comes with several pages of handouts and six pre-generated PCs.
The second adventure in this set is Missed Dues and much like the first it has you playing as members of the criminal element from the 1920s. Unlike Blackwater Creek, there is no option to play as anything else. This makes the adventure extremely limited except in a one-shot pre-gen situation because it is exceedingly rare when all players will make the same basic character profession and doubly so where they all play as outright villains. So this probably was not the best thought out adventure or one to offer to the public in a two pack because it honestly won't be used by very many gamers.
Of course, being a very niche adventure doesn't make it a bad one. One shots are great if you doing gaming podcasts or have friends that can't get together very often. Unfortunately the perceived quality of this piece is going to vary drastically by those that read it. Is it another yet another adventure that takes place within the confines of Arkham? Yes. So a bit uninspired there, but at the same time, it's a familiar location Keeper's can easily use. Is it the second adventure in a row that revolves around one set of hired goons muscling in on the territory of another? Yes it is. This is a shame because a bit of variety would have really helped this two pack. With the same plot hook shared by two adventures, it makes both adventures look weaker than if they were dramatically different from each other. Of course, had the adventures been placed in the opposite order I might be saying the previous lines about Blackwater Creek, but I doubt it since it's designed better and has more than one option for character backgrounds. Again though those first impressions are deceiving because once you get into the adventure, you'll see it is quite different.
In the PC ruffians have been sent to collect money from "Stick Jack" Fulton who hasn't been paying his dues back to the larger crime syndicate in Arkham. Of course, it's not really Jack's fault but neither the PCs nor their employer knows this. See Jack was hired for a super secret job by a local religious organization (Cult) and unfortunately that job led to an indirect encounter with Azathoth, cursing himself, a few cult members and the entire apartment building Jack resides in with the attention of everyone's favorite blind idiot god. Whoops. So the PCs go in thinking they are going to rough up a co-worker and instead get sucked into an interdimensional affair where Azazthoth is essentially an unwitting slum lord. Obivously the PCs will probably want a raise after this adventure.
Missed Dues follows the usual Call of Cthulhu tropes for beginning characters. They are told they have to deal with something mundane but through investigation, exploration and speaking with locals, they slowly begin to discover that they are in over their heads due to dealing with supernatural and/or alien happenings. Essentially Missed Dues is new set of drapes on the same old windows, but the window dressing is different enough that most players won't care or notice unless they have played a LOT of Call of Cthulhu over the years. Then expecting some whining. I'll admit I'm torn on this. On one hand it's nice that the Keeper's Screen offers a fairly basic linear adventure for new Keepers and players alike as it helps them learn the system, setting and stereotypes of the game. At the same time, aside from the gangster aspect, it is a fairly generic adventure in flow and form. I enjoyed it for what it is but if you or your friends are the type who feels people are just retreading the same old ground with published CoC adventures, you might not be a big fan of this one.
Overall, the / Call of Cthulhu 7th Edition Keeper's Screen Pack is a bit of a bust –at least digitally. The screen itself isn't formatted for use with e-readers and it's pretty useless on a computer monitor. The maps also come with the core rulebook so they are a bit redundant. At least you get two new adventures which may be worth $15 to some of you. I really liked Blackwater Creek and Missed Dues wasn't completely generic so it will appeal to a small slice of CoC gamers. Are the two adventures worth the $15 price tag? No, I can't say that they are. I'd pick it up for about ten bucks though. Wait for a pretty big sale on this if you get it at all. I can however say that if priced properly, the physical copy of the Keeper's Screen WILL be worth getting. The screen is pretty useful, the art is wonderful and the two adventures are worth picking up if you can get a good price on the whole package. So yes, while this first of the big Call of Cthulhu, 7th Edition releases was on the disappointing side, there is some good to be had here and the physical version will probably be worth the wait.


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Smart borrowing for a cheery Christmas
Oh Christmas tree, oh Christmas treeShare your stories, photos and videos.
Relevant offers
It's only two weeks until Christmas. You can practically smell the roast turkey and boozy pudding already. But there's a chemical odour too - the hot plastic of thousands of credit cards being swiped in unison.
At this time of year, screeds of stern finger-wagging articles are written about how to avoid getting bogged down in silly season debt.
This is not one of them.
Let's be honest - some of us are going to have to borrow money to get through the holiday period, no matter what. Others have already done so.
If it is unavoidable, what's the "best" kind of debt to take on?
Most people will turn to their credit cards for help. We know this because in the last few months of each year, the country's combined balances rocket up by about a quarter of a billion dollars.
But what about other forms of lending, like personal loans? Consumer analyst firm Canstar has crunched the numbers in its personal loan star ratings report, released today, to see how they stack up.
At first glance, a no-frills credit card with a bonus interest-free period is a much cheaper form of debt than a loan.
For the purposes of debt consolidation - which means rolling all your loans into one - they're even better, offering generous specials to transfer your balances across.
But Canstar has found that the difference is not so black and white. Let's take a look.
Canstar looked at a $10,000 debt repaid over a three-year time period.
You could be borrowing that money for debt consolidation, a holiday, or general seasonal splurging.
Here are the contenders in the prize fight:
* A low-interest 12.90 per cent credit card, with a six-month balance transfer period of 2.99 per cent.
* A personal loan, with a slightly heftier 13.09 per cent interest charged each year.
After three years, both loan balances have been paid down to zero.
Canstar found the credit card saved $568 over that period - the clear winner by a knock-out decision.
But that scenario assumes you diligently chip away at the credit card debt each and every month. What happens if you only pay the measly monthly minimum of 3 per cent?
Suddenly it's a very different picture.
The personal loan, which has repayments locked into place over the three years, doesn't change.
But according to Canstar's figures, it will now take more than 17 years to repay the credit card debt. At the end of the three-year period, you'd still have more than $4600 left to pay.
The big difference between the two scenarios is willpower.
Personality Test
Are you an impulsive buyer who's always struggling with debt?
Or a careful spender who scrupulously pays off your balance each month?
If you have the steely discipline required to repay on time, repay as much as possible and resist new spending, then a credit card will work for you.
But if there's any chance of a relapse then it's probably not worth it, says Canstar national manager Derek Bonnar.
"It may be slow and steady, and a little bit old-fashioned, but if you can't trust yourself with a credit card, a personal loan will get you over the debt finishing line a lot sooner."
Get the Best Loan
Personal loans fall into two main categories - secured or unsecured.
Secured means you're putting something up as collateral, like a car.
The advantage of a secured loan is that the interest rates are usually much lower - often 3 percentage points less.
The disadvantage is that if everything goes pear-shaped, your lender has the right to repossess the secured item.
In Canstar's star ratings report, the loans offered by the smaller locally owned banks represent the best value.
Each product was judged based mainly on its price including fees, as well as the features that it offers.
In the unsecured category, Kiwibank and TSB were the only lenders to be given the top rating of five stars. TSB's interest rate was particularly impressive, at 13.09 per cent.
These same two loans were also the only ones given five stars for debt consolidation purposes.
The five-star secured loans were on offer at the Co-Operative Bank, with rates as low as 10.5 per cent, and TSB, at 11.09 per cent.
The report, which can be seen in full here, also looks at application fees, minimum and maximum loan sizes and terms, which are important to consider too.
Other Options
There are plenty of other forms of debt beyond personal loans or credit cards, and it's worth noting that personal loans aren't always easy to get approved.
"A personal loan with a bank, you're going to have to go through some fairly robust criteria," says Raewyn Fox, chief executive of the Federation of Family Budgeting Services.
Dodgier lenders won't make you jump through as many hoops, but will charge a lot more in fees and interest.
Fox says panic buying during the week before Christmas might tempt some in to getting a "payday loan" or other expensive form of short-term lending.
These loans have astronomical interest rates and should be avoided at all costs.
Another common strategy people use is to ask for all their Christmas pay in advance, or avoid paying bills during December.
Bad idea, says Fox. You're only putting off the inevitable, which will be made even worse when the next round of bills and back-to-school expenses roll in.
Sorted.org.nz suggests hitting up your family and friends for a cheaper option before you look at other forms of debt.
Of course the "bank of mum and dad" may be under as much financial pressure as anyone else at this time of year, but it's worth a shot.
If you own a house and are ahead on your mortgage payments, borrowing against your home will often be much cheaper too.
We all know that taking on debt just for hedonistic holidays is dumb.
But if you're determined to borrow enough to make this Christmas cheerful, at least make the right borrowing choices.
- BusinessDay.co.nz
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Trade Minister admits officials had known about China trade retaliation fears for 'months'
Boss warned Christchurch woman not to drive before fatal Aoraki/Mt Cook crash
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Soiled pants fatal for Kelly Ray McRoberts
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subset: commoncrawl


text:
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Sahara Paperback – May 2 1994
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Product Description
From Publishers Weekly
Cussler's ( Raise the Titanic ) durable hero Dirk Pitt returns with Al Giordino, his amiable hulk of a sidekick, to save mankind from a greedy industrialist in cahoots with a despot and to solve a few historical riddles along the way. Dirk meets beautiful Eva Rojas, a World Health Organization team member inspecting a mysterious epidemic that has struck in the Sahara, when he interrupts an attempt on her life. Then the National Underwater and Marine Agency sends Pitt and Giordino up the Niger on a gunboat to find the source of a toxin that causes red tide organisms to reproduce out of control, threatening to poison the oceans and deplete the earth's oxygen supply. The pairalso in next sentence is captured by evil billionaire Yves Massarde and Mali's tyrannical despot Gen. Kazim, but they escape to find the source of the pollution at Fort Foreau, Massarde's desert toxic waste factory that receives--but doesn't dispose of--nuclear and chemical wastes. Recaptured, Pitt and Giordino are sent to Kazim's desert slave camp, where they find Eva and her team--marked for death. A deadly trek across the Sahara is their only hope. Cussler champions ecological issues with verve, and continues his love affair with history by tossing in a Confederate ironside stranded in the Sahara near the remains of an aviatrix lost during the '30s. Some judicious cutting might have improved the narrative, but it's great fun nonetheless, putting Beau Geste swashbucklers against the vilest of villains. Major ad/promo; Literary Guild super release; Doubleday Book Club alternate; author tour.
Copyright 1992 Reed Business Information, Inc. --This text refers to an out of print or unavailable edition of this title.
From Kirkus Reviews
Not since Treasure (1988), when Dirk Pitt discovered Cleopatra's barge in Texas (or was it on the Mississippi Delta?), has Cussler come up with so far-fetched a story as this herein, the tenth Pitt novel. The plot begins with a Confederate ironclad, the Texas, outrunning a Union blockade while carrying on board not only the South's treasury but also the North's kidnapped president. Then, in 1931, world-famed aviatrix Kitty Mannock (an Amelia Earhart clone) vanishes on a flight over the Sahara, her plane or body never seen again. Then comes Dirk Pitt's 1996 search through the Nile bottom (via image-making computerized sonar) for the lost barge of a pharaoh dead some 2500 years. Dirk locates the barge under many meters of silt; but before he can even make the Egyptian authorities aware of the find, he's reassigned by the National Underwater and Marine Agency to investigate the source of poisons that are killing coral and creating a red tide on such a massive scale that the world's oxygen supply will soon shrink to an unlivable level if the horror can't be reversed. Dirk rescues from assassination and falls for beautiful Eva Rojas of the World Health Organization, who is in Africa to find the source of the fatal plague now turning thousands of natives into bands of frenzied cannibals who'll eat anything human and are fearless of gunfire. Whence this malignancy? As Pitt discovers, the country of Mali- -backed by a ruthless French industrialist--is in the solar nuclear waste disposal business, but the bad guys have poisoned the water table with their inept methods and befouling of the Niger. How does this tie in with Kitty Mannock's desert crash and her discovery of the Texas buried in the Sahara sands? And whose well-preserved, noble-featured body does Pitt find seated in a rocking chair in the ironclad? His initials are A.L.... For the faithful. -- Copyright ©1992, Kirkus Associates, LP. All rights reserved. --This text refers to an out of print or unavailable edition of this title.See all Product Description
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Customer Reviews
Top Customer Reviews
By the way, I appreciate how he writes himself into nearly every novel. Don't criticize - you'd do it too if you knew how to make a living writing.
I enjoyed Sahara immensely. Cussler has a way of getting you to say, "Hmmm...could that be what really happened?"
I usually leave a LOT of room for authors to play with the rules of technology and even the laws of physics now and then.
However, despite Cussler's quality, I can't ignore this one:
If you are dehydrated to the point of death - no, wait, even if you are dehydrated significantly less than to the point of death - you don't simply drink quarts and quarts of water and in a matter of minutes fully recover, shake the dust off, and sally forth on your merry way. Even somewhat dehydrated, you will be on a table with an IV in your arm for several hours. I know this firsthand. Technology is one thing; medical accuracy is another.
A very good book, typical Cussler.
Cussler researches his subjects exceedingly well. The Tuaregs in "Sahara" are true to the life, religious beliefs and practices, and lore of this peculiar Muslim sect in Mali (e.g., whose men, rather than their women, wear an all-encompassing veil). Cussler's experience at sea, especially in exploring wrecks and naval mysteries, shows in all of his novels. Having been in the U.S. Navy myself (even having consorted for a few months with the "Navy Seals") during the Kennedy presidency in the early 1960s, I can appreciate the authenticity of Cussler's Naval and Maritime lore as he depicts it.Read more ›
Often it is the equivelant of writing a character who comes out and says "It's good to have you home; I see that you have sucessfully driven to work and accomplished your tasks there. By the bag in your hand I can tell that you have gone to the store and purchased the bananas, tomatoes, and pie crusts that we needed."
Most recent customer reviews
THis is by far the best Clive Cussler book I ever read, I only read around seven of his books but this is superior because of all the plot twists.Published on March 13 2005
if anymone came to me asked me, 'sir, which clive cussler book would you recommend to me?' i would doff my bowler hat back and reply: 'Sahara'. Read morePublished on June 17 2004 by rashid
This being my third Clive Cussler novel, I was both entertained and annoyed while reading it. The historical parts interested me, and Cussler has a clever way of making you forget... Read morePublished on April 7 2004 by S. Roberts
Clive (Jive) Cussler is allegedly an Adventure/Action author. In reality he's somewhere between Fantasyland and the Outer Limits. Read morePublished on Jan. 26 2004 by Mr D.
This is one of my favorite books of all time. It is very long, but the pages fly by when you are reading it. The only Dirk Pitt book I like better is Treasure. Read morePublished on July 23 2003 by BRAD BAUGHMAN
This book is brilliant. One of the best I've ever read. Cussler keeps you guessing right up to the end with non-stop action everywhere in between. Read morePublished on May 5 2003 by Darla E Breda


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A well-known and popular tai chi teacher and practitioner, Frantzis (Opening the Energy Gates of Your Body) presents a thorough foundation for anyone thinking about starting tai chi or students of the practice who have not been introduced to the discipline's philosophy and benefits. In other words, readers will not find a demonstration of the movements. The author opens by defining tai chi and placing it in the larger context of Chinese thinking and traditional Chinese medicine before moving to a discussion of the health benefits, most of which derive from the control of stress and movement as well as meditation. Frantzis closes with some nuts-and-bolts issues of what students can expect to learn from tai chi and how to choose a teacher. The appendixes contain great information on how tai chi differs from yoga and chi gung and the Five Elements. Highly recommended for public, hospital, and consumer libraries. —Howard Fuller, Stanford Health Lib., Palo Alto, CA
"Tai Chi; Health for Life is not only an encyclopedia but is the foundation for the inspiration to begin the study and practice of this fabulous approach to life." —C. Norman Shealy, M.D., Ph.D., Founding President of the American Holistic Medical Association and author of Life beyond 100: Secrets of the fountain of Youth and Healing Remedies.
"I've been a tai chi teacher since 1971. This book answers many questions I have had about tai chi and those my students have asked me." —Ken Van Sickle, tai chi sword specialist and original student of Cheng Man Ching, one of the first high-level chi masters from China to teach in the West.
"Bruce Frantzis is a true master." —Michael E. Gerber, author of The E-Myth Revisited and E-Myth Mastery: The Seven Essential Disciplines for Building a World-Class Company


text:
43, Nutley, NJI am passionate about life, exercise and the outdoors. Look forward to the summer, the beech, and weekends . Of course my family has been a great influence on my life, as w...
24, Nutley, NJI love watching movies. I would love to travel (but don't always have the opportunity). I am half Italian and half Irish. I have a lot of hometown pride for the NJ/NYC area, a...
29, Newark, NJI hate filling these up. :P I am Allen and I am a resident physician practicing Psychiatry. Apart from Psychiatry my interests are dancing (jive, salsa, waltz), learning new l...
49, Maplewood, NJI'm a very hardworking, honest, and independent person. I enjoy the basics things in life and am willing to share them with the right woman. I don't play games and am very str...
34, Newark, NJJesus christ is my king. My family is very important in my life. I think The obligation in the life is to be happy. Kleber hello hola hi who are you chao
49, Newark, NJHaving grown up in New Jersey, I guess I have interests similar to other men my age: a day at the beach, music, jogging, and furthering my education and/or improving my job sk...
51, South Orange, NJI am honest, fun and energetic and have a strong interest in all types of music and travel. My friends describe me as kind, a good friend and a great father. I love life, an...
44, Maplewood, NJI believe chemistry is critical, I think once you find chemistry you can work through anything. I am looking to have chemistry on all levels physically, emotionally, spiritual...
39, Newark, NJi am young african guy from west africa.i live in new jersey .like go out with friend,restaurant ,movies,like sport.i am looking for a nice girl with whom i can do my life.a g...
34, Newark, NJJust ask. I'm an open book. I have nothing to hide. I'm also respectful enough to answer to the messages I receive. Just plain common curtesy and good manners. Unfortunately, ...
62, Bloomfield, NJI am a very young at heart 62 year old.I have a very good sense of humor. I am caring, attentive and a very good listener. I like Sports, Movies,Museums and plays. I also li...
30, Kearny, NJIm simple person, like to work out every week, and ver passionate and highly respect woman. I love to cook , Always with family during week ends. I enjoy working out in gym,pl...
Catholic Dating By Major City:
- New York,
- Brooklyn,
- Bronx,
- Staten Island,
- Trenton,
- Milford,
- Augusta,
- Yonkers,
- Elmhurst,
- Jersey City,
- Astoria,
- Stamford,
- Clifton,
- Flushing,
- Ridgewood
Catholic Dating By Diocese:
- Archdiocese of Newark,
- Diocese of Camden,
- Diocese of Metuchen,
- Diocese of Paterson,
- Diocese of Trenton


text:
Guesthouse& Pool
מספר אנשים מקסימלי4
חדרי שינה1
גודל45 מטר רבוע
Floor No.0
- אינטרנט/ אינטרנט אלחוטי
- מטבח
- מותר להביא חיות מחמד
- מכונת כביסה / מייבש
- טלויזיה
- מרפסת/ טרסה
- מגבות
- Baby cot
|via aristide faccioli, 00148 roma, איטליה
|סוג נכס
|פרטי הזיהוי של מקום הלינה
Each room has private bathroom and provides some useful services such as, Free Internet WIFI connection in each room and in the garden, Tv, Complimentary welcome soft drink, Transfer by car to the nearest bus stop or train station (upon request), Complimentary mobile phone, Kitchen use upon request.
It will be a pleasure to welcome you and offer you all the information about the area and about Rome in general (and perhaps also to Out-of-Rome), and you will find this apartment perfect for your rest after a day out sightseeing in Rome.
I might also provide the guests with a local mobile phone, for max safety.
2.Overnight visitors are not permitted.
3.Please keep the volume down on any television, radio, audio system or musical instrument during the rest hours (from 2 to 4 pm and during the night after 11 pm).
4.Guests are asked not to move, remove, or change furniture, pictures, wall hangings or other room decoration without the consent of the owners.
Upon request (additional cost)
- Breakfast
- Pool bar
- Shuttle service to the airport
|מחיר ליותר מ-1 אורחים
|מקסימום לילות
|2 weeks
|Check-in before
|עזיבה לפני
|מדיניות ביטולים
Appartamentino molto grazioso e pulito, per lo scarso tempo della mia permanenza non ho potuto approfondire tutti i confort come la piscina. I proprietari sono molto disponibili.
I say for a short time so I was unable to enjoy all the comfort, but is a pretty and clean place. The owners are nice.
È stato un soggiorno corto ma molto piacevole. Paola è molto simpatica ed aiuta con tutto. L'appartamento è stupendo un po' nello stile IKEA. Mi piace molto. Sarebbe buonissimo tornare perché voglio vedere la Roma certamente altre volte. Andrei sempre di nuovo lì.
We had a great time at Paola's appartment in Muratella. The garden and pool with jacuzzi were perfect. The trainstation is easy to reach by bus or by a short walk (10 minutes). A disadventage of walking to the trainstation was the busy road without sidewalk that we had to pass. Paola was very friendly to bring us to the station when we left her beautiful house.
The train connection from Muratella to Rome is good, it takes you about half an hour to get to the center of Rome. Paola's place is a perfect place to stay when you want to visit Rome!
- הבטחת איכות מקומות הלינה
- כל מארח מאושר טלפונית
- תשלום מאובטח


text:
Skip to Main Content
Content creation is a large component of the cost of creating educational software. Estimates are that approximately 200 hours of development time are required for every hour of instruction. We present an authoring tool designed to reduce this cost as it helps to refine and maintain content. The ASSISTment Builder is a tool designed to effectively create, edit, test, and deploy tutor content. The Web-based interface simplifies the process of tutor construction to allow users with little or no programming experience to develop content. We show the effectiveness of our Builder at reducing the cost of content creation to 40 hours for every hour of instruction. We describe new features that work toward supporting the life cycle of ITS content creation through maintaining and improving content as it is being used by students. The variabilization feature allows the user to reuse tutoring content across similar problems. The Student Comments feature provides a way to maintain and improve content based on feedback from users. The Most Common Wrong Answer feature provides a way to refine remediation based on the users' answers. This paper describes our attempt to support the life cycle of content creation.
A not-for-profit organization, IEEE is the world's largest technical professional organization dedicated to advancing technology for the benefit of humanity.© Copyright 2016 IEEE - All rights reserved. Use of this web site signifies your agreement to the terms and conditions.


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Internet Explorer
by Moira Peters
|June 15, 2016
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Whether it's racking up international awards or attracting tourists to the east coast in droves, the world has taken notice of Atlantic Canada's wine. The Wine Lover's Guide to Atlantic Canada is the definitive guide to region, through the blueberry-wine…
by Martin Cate
|June 7, 2016
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Cast aside your cares and worries . Make yourself a Mai Tai, put your favorite exotica record on the hi-fi, and prepare to lose yourself in the fantastical world of tiki, one of the most alluring—and often misunderstood—movements in American cultural…
by Cyrille Mald
|May 19, 2016
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Featuring 1500 listed whiskies from around the world, this exceptional and unique guidebook is a must-have for all whisky amateurs and connoisseurs alike. It provides a visual categorisation of the main aromas (nose, bosy, finish and strength), for each…
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|May 24, 2016
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The epitome of effervescence and centerpiece of celebration, Champagne has become a universal emblem of good fortune, and few can resist its sparkle In Champagne, Uncorked , Alan Tardi journeys into the heartland of the world's most beloved wine. Anchored…
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Interest in learning how to homebrew beer continues to grow along with the rapidly growing craft-beer industry. While there are a number of classic books about homebrewing techniques available, none cover the basic techniques with photo illustration suitable to…
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text: Silicon Valley Innovates New Level of Lameness for Ultimate FrisbeeSam Biddle2/27/14 12:53pmFiled to: sportsultimate frisbeesan jose spiderslightspeed venture1333EditInvite manuallyPromoteDismissUndismissHideShare to KinjaToggle Conversation toolsGo to permalink Whenever you meet someone new, ask them "Are you a murderer?," and if they say "No!" you ask them "Do you play ultimate frisbee?" This is how you weed out bad people. But the dumbest game on two feet just got a big cosign by one of Silicon Valley's preeminent venture firms. It's a natural fit, really: the San Jose Spiders, named after "an internet term for bots that crawl through the web and collect data for search engines," and Lightspeed Venture Partners. You see, ultimate frisbee, wherein adults run around throwing a frisbee, is a business metaphor: "Lightspeed has a long history of backing extraordinary teams," said Peter Nieh, partner of Lightspeed. "We are thrilled to back the Spiders, a startup homegrown right here in Silicon Valley with some of the best players in the world." Nieh added "Lightspeed is also proud to support the sport of Ultimate which exemplifies the spirit of entrepreneurship: high energy, creativity and passion combined with great teamwork." Startup founders and ultimate frisbee players also share a common lack of shame and self-awareness—and some people are both: Advertisement "Ultimate is a sport filled with players that work in technology and startups," explained Andrew Zill, owner of the Spiders. "For instance, Google co-founder Sergey Brin, WhatsApp co-founders Brian Acton and Jan Koum, Pebble founder Eric Migicovsky, and Quora co-founder Charlie Cheever are all Ultimate players. Lightspeed is at the center of the high technology and startup world, making them the ideal title sponsor." Go Spiders.Reply133 repliesLeave a reply


text:
Posted| Updated
South Australian sprinter Jordan Caldow has won the Bay Sheffield sprint at Glenelg for the second time in consecutive years.
Topics: glenelg-5045, adelaide-5000, sa
Posted| Updated
South Australia has celebrated the 175th anniversary of its proclamation as a British colony.
Topics: states-and-territories, history, community-and-society, glenelg-5045, adelaide-5000, sa
Posted| Updated
London games hopeful Josh Ross says he will relish the challenge of being the backmarker in this year's Bay Sheffield.
Topics: athletics, sport, glenelg-5045, adelaide-5000, sa
Posted| Updated
Glenelg Oval in Adelaide is likely to host night SANFL matches from next season.
Topics: community-and-society, community-organisations, local-government, courts-and-trials, law-crime-and-justice, sa, glenelg-5045, adelaide-5000
Posted| Updated
Adelaide police are investigating up to 10 shots fired at the home of prominent businessman George Polites.
Topics: crime, law-crime-and-justice, sa, glenelg-5045, adelaide-5000, australia
Posted| Updated
The Cancer Council is warning one-third of South Australians got burnt in last summer's sunshine.
Topics: skin-cancer, cancer, health, adolescent-health, mens-health, womens-health, lifestyle-and-leisure, sa, adelaide-5000, glenelg-5045
Posted| Updated
Grandparents who are raising children will have access to more support, with 25 peer support groups being set up across Australia.
Topics: family-and-children, community-and-society, family, child-care, children, federal-government, sa, adelaide-5000, glenelg-5045, australia
Posted| Updated
Adelaide police say they will have a highly-visible presence at Glenelg over summer to ensure it is a safe environment for beachgoers.
Topics: crime-prevention, crime, law-crime-and-justice, glenelg-5045, adelaide-5000, sa
Hundreds of residents of Glenelg East in Adelaide have been warned not to use bore water.
Topics: water-pollution, pollution, environment, water-supply, glenelg-5045, adelaide-5000, sa
Posted| Updated
Topics: invertebrates---insects-and-arachnids, animal-science, human-interest, animals, glenelg-5045, australia, sa
Posted| Updated
Glenelg Football Club is hoping the way will be clear for it to hold night matches at its oval from next season.
Topics: community-and-society, courts-and-trials, law-crime-and-justice, local-government, activism-and-lobbying, glenelg-5045, adelaide-5000, sa
Posted| Updated
Federal MP Steve Georganas has called on the Wallis family to halt demolition plans for the Glenelg cinema, even though work has started.
Topics: urban-development-and-planning, community-and-society, history, federal-government, travel-and-tourism, glenelg-5045, adelaide-5000, sa
A man has been rescued after nearly 12 hours stuck inside an air-conditioning shaft at an Adelaide hotel.
Topics: emergency-incidents, human-interest, offbeat, glenelg-5045, adelaide-5000, sa
Posted| Updated
Half the old bridge across the Patawalonga has now been demolished, ready for construction of a new bridge at Glenelg.
Topics: urban-development-and-planning, community-and-society, local-government, glenelg-5045, adelaide-5000, sa
Holdfast Bay Council will increase rates by 6 per cent as it works to pay off its debt.
Topics: local-government, glenelg-5045, adelaide-5000, sa
Posted| Updated
An elderly woman has died just hours after she was rescued from a house fire at Glenelg in Adelaide.
Topics: residential, disasters-and-accidents, emergency-incidents, fires, glenelg-5045, adelaide-5000, sa, elizabeth-vale-5112
Posted| Updated
West Torrens council may fight a building ban on thousands of blocks under Adelaide's western suburbs flight paths.
Topics: local-government, community-and-society, urban-development-and-planning, government-and-politics, federal---state-issues, states-and-territories, west-beach-5024, adelaide-5000, sa, glenelg-5045, richmond-5033, thebarton-5031
Posted| Updated
Commercial anglers and tourism operators packed a protest meeting against the SA Government's marine parks plan.
Topics: marine-parks, environment, conservation, government-and-politics, states-and-territories, rural, fishing-aquaculture, fish, sa, adelaide-5000, burnside-5066, glenelg-5045, mount-gambier-5290, port-lincoln-5606, port-pirie-5540
Thousands of cyclists have left Glenelg to join a charity bike ride for flood victims organised by Lance Armstrong on Twitter.
Topics: floods, disasters-and-accidents, sport, cycling, glenelg-5045, australia, sa
Posted| Updated
Local student Jordan Caldow has won SA's Bay Sheffield footrace at Colley Reserve in Glenelg.
Topics: athletics, sport, glenelg-5045, adelaide-5000, sa
Posted| Updated
Governor Kevin Scarce has urged South Australians to accept the asylum seekers at the Inverbrackie Detention Centre.
Topics: immigration, community-and-society, refugees, governors-general-and-state-governors, glenelg-5045, adelaide-5000, sa
Posted| Updated
An Adelaide school teacher allegedly caught cheating in this year's National Literacy and Numeracy (NAPLAN) tests is to be sacked.
Topics: teachers, education, schools, law-crime-and-justice, glenelg-5045, australia, sa
Posted| Updated
Former Stawell Gift winner Sam Jamieson will start off a handicap of more than three metres for this year's Bay Sheffield race.
Topics: athletics, community-and-society, glenelg-5045, adelaide-5000, sa
Posted| Updated
Glenelg Football Club has signed former AFL player Jordan McMahon for the next two years.
Topics: sanfl, community-and-society, glenelg-5045, adelaide-5000
Posted| Updated
A bride has leapt from a jetty into the sea to help save a woman floating face down at an Adelaide beach.
Topics: emergency-incidents, community-and-society, marriage, disasters-and-accidents, human-interest, offbeat, glenelg-5045, australia, adelaide-5000, sa


text: Elections 12 April 2010 The PM's (new) dividing line Quote of the day. Print HTML The future will be progressive or conservative, but it will not be both. * Prime Minister Gordon Brown, speaking at the launch of Labour's election manifesto in Birmingham. › Labour's manifesto cover . . . or is it a communist poster? Mehdi Hasan is a contributing writer for the New Statesman and the co-author of Ed: The Milibands and the Making of a Labour Leader. He was the New Statesman's senior editor (politics) from 2009-12. Subscribe More Related articles David Lammy calls for parliament to overturn the EU referendum result Will there be a second EU referendum? Petition passes 1.75 million signatures What happens if we leave the EU? A guide to the mechanics of Brexit


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Wolverine: Origin (Hardback)Bill Jemas, Joe Quesada, Paul Jenkins, Andy Kubert
Hardback Published: 18/06/2013
- In stock
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For decades, Wolverine's shadowy past has been shrouded in mystery. But before he was the savage mainstay of the X-Men, a tormented secret agent codenamed Weapon X, even before he was a barroom brawler in the wilds of Canada...he was a child. In this landmark event, Marvel reveals all! The birth and childhood of young James Howlett: the secrets and intrigue of his family history and the first struggle with his subconscious savagery that culminated in tragedy. James' flight from everything he once knew led to the forging of the man known as Logan! COLLECTING: Origin 1-6.
Publisher: Marvel Comics
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text: Shared from SploidWatching the amazing skills of this baker is almost hypnotizingCasey Chan12/12/14 2:06am5110EditUnshareInvite manuallyPromoteDismissUndismissHideGo to permalinkDo yourself a favor and watch the video below. It's such a joy to see someone enjoy his job so much. He bakes bread, tosses flour, massages dough, slices open holes and even cleans and takes out the trash with so much energy that he looks like a kid bouncing around in a playground after lunch. So much fun.


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I've always been fascinated by the Flapper era. The 1920′s mixed glamour with fun. I love it all: the fashion, the architecture, the hair…Although, I'm not really a fan of the eyebrows, but you can't have everything. This era was the inspiration behind my "Flappy Happy Headband."
Many of the flapper style headbands use feathers for decoration. I love feathers, but I thought that a whole bird would be even better. Sometimes, you just have to go all the way. I admit to having a strange fascination for birds and would eagerly put them into every project. The only thing that stops me is that I don't want to give people the impression of a crazy bird lady. The feather, though, seemed to give me permission that, in this case, it was absolutely necessary. Not only did I have a feather coming out for the tail, but I also included some stuffing into its body to give it some depth. Just put in a little though. You don't really want to create too much weight for the lace headband to support.
I also loved doing the ribbon woven through the center of the lace. I used elastic lace, which had a nice stretch to it. The problem was that once the ribbon was woven into it, the headband was no longer stretchable. To maintain the stretchiness, one would have to have elastic ribbon. I did not have this, so I just made my ribbon extra long so that I could tie it in a bow behind my head. If you don't want to take this route, you also could just make your headband a couple inches shorter than the circumference of your head and sew a small piece of elastic between the two ends. I kind of like the carefree look of the ribbons hanging down the back while doing the Charleston though.


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by Kenneth B. Tator, P.E., KTA-Tator, Inc.
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On the 26th January every year, people from all over Australia celebrate the founding of the British colony there. But what about the indigenous people who came before the British?
In this unsettling extract from Patrick Wolfe's new book Traces of History: Elementary Structures of Racism, Wolfe focuses his attention on the process of racialisation of the indigenous people of Australia. This racialisation was a product of Britain's insatiable lust for land which would be used to cultivate the raw materials needed for the booming Industrial Revolution. In this way, settler colonialism was intrinsic to modernity. Yet, as Wolfe notes, "for Indigenous people, the concept of settler democracy can only be an oxymoron. Their attrition at the hands of that democracy reflects the core feature of settler colonialism, which is first and foremost a project of replacement. Settlers come to stay. In relation to Natives, as I have argued, settler colonialism is governed by a logic of elimination."
WikiLeaks Files contributors Alexander Main and Dan Beeton's recent article for Jacobin—an analysis of leaked diplomatic cables regarding U.S./Latin American relations—is fueling political debate across the hemisphere.


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By Tara Clements ABERDEEN PROVING GROUND, Md. (July 10, 2013) – Diane Bullis, a supervisory operations research analyst for Program Executive Office (PEO) Assembled Chemical Weapons Alternatives (ACWA), was appointed as Army's newest Acquisition Career Management Advocate (ACMA) who will now serve as an advocate for the acquisition workforce among those who support the Army's $10.6 billion chemical weapons demilitarization program. With more than 31 years of federal service, Bullis will serve as a key communications conduit for acquisition specialists assigned to PEO ACWA and to senior acquisition executives in the DOD and the Army. An ACMA is a senior acquisition leader appointed to be a lead resource to […]
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text:
Cannes Lions 2007 Young creatives winner.
Right To Play is an international humanitarian organisation committed to improving the lives of children in the most disadvantaged areas of the world. It uses specially-designed sport and play programmes to promote development, peace and health. The aim of the brief was to create awareness, educate and inform the public about the charity Right To Play and their work in using sport for peace worldwide.
Art Director: Leandro Cacioli, Contrapunto
Copywriter: Leandro Lourenção, Fallon
13 comments
Winner at level of bronze of course. Logo is quite ugly but this was obligatory so it's forgiven.
To be honest, its not communicating the message... at all. If thats what the brief was well its not working for me... medal or no medal... it won because it was a "humanitarian organization committed to improving the lives of children in the most disadvantaged areas of the world" ... the judges must have been feel goods... oh well.
I see you guys are not familiar with the young guns competition.
Teams from all over the world are given the same brief and they have about one day to come up with a finished ad.
That's why everything looks so crappy. With more time the ideas and executions would definitely be better.
And this particular ad didn't win a bronze because its for a humanitarian organization. All of the ads were, since the brief was the same.
1 day is time enough to do any thing.
i met an Art Director (today Creative Director) who made 3 ads in 24hours, amazing ads should i say. with some copywriter of course... was an emergency... client call to agency 5pm asking for a campaign... too see, aproove, produce and send to magazine in 2 days...
i believe since then: to be good in advertising you have to be able to do good job instinctly, fast, just like a football player front of the goalkipper.
let me put on this way: how many shots Pele needs to make a score?
well, if Pele can do 10 shots and 10 scores, he is good and professional, and on the middle of this 10 scores you will find one or more SPETACULAR scores.
I don´t like this one. They could illustrate Pelé in several better ways.
And I don´t see why is it important to mention that the war stopped to watch Pele play. It has nothing to do with the campaign, c´mon. They speak as if the war would stop for good if Pele moved to Congo.
this is the weakest of the winners in my opinion. the headline feels like a cut and paste job from the brief. and i'm not sure where they're trying to go with the art direction. maybe they were trying to make it look like camouflage and didn't have time to pull it off. if that was the intent, i like it a little better.
I don't know why people asume that guy is Pelé? At Congo there are quite black people. Just because the brazilian team did the doesn't that that guy is Pelé and particularly i think it's not.
Smart and Funny Signature.
It's so easy to critic.


text:
Customizing Windows or Windows NT
Accessibility features have been built into Windows and Windows NT since the introduction of Windows 95. These features are useful for individuals who have difficulty typing or using a mouse, are blind or have low vision, or who are deaf or hard-of-hearing. The features can be installed during setup, or you can add them later from your Windows installation disks. Look up "accessibility" in the Windows Help Index for information about installing and using these features.
- Some of the accessibility features built into Windows and Windows NT can be added to earlier versions of those products, and MS-DOS, through Access Pack files. You can download these files from http://www.microsoft.com/enable/.
- Dvorak keyboard layouts make the most frequently typed characters on a keyboard more accessible if you have difficulty using the standard "QWERTY" layout. There are three Dvorak layouts: for users who type with two hands, for users who type with the left hand only, and for users who type with the right hand only. You do not need to purchase any special equipment to use these features. You can download the Dvorak layouts from http://www.microsoft.com/enable/.
- In Windows 98 and later versions of Windows, the majority of accessibility settings can be set through the Accessibility Wizard or Control Panel. The Accessibility Wizard presents features sorted by disability, making it easy to customize Windows to each individual's needs. The Accessibility Wizard also enables you to save your settings to a file that can be used on another computer.
The specific features available, and whether they are built in or must be obtained separately, depend on which operating system you are using.
Step-by-Step Guides
Microsoft offers a series of step-by-step guides that introduces you to some of the most commonly used accessibility features and shows you how to use them to customize your computer.
The guides provide detailed procedures on how to accomplish the customization, generally by selecting options or changing settings. This information is presented in a side-by-side format so that you can see at a glance how to use the mouse, the keyboard, or a combination of both.
Visit http://www.microsoft.com/enable/ to find Step-by-Step Guides for the following products:
- Microsoft Windows Me
- Microsoft Windows 2000
- Microsoft Windows 98
- Microsoft Internet Explorer 5
- Microsoft Word 2000
- Microsoft Outlook 2000
- Microsoft Help Menus
Accessibility features are also documented in the Microsoft Windows 95 Resource Kit, the Microsoft Windows 98 Resource Kit, the Microsoft Windows NT Resource Kit, and the Windows 2000 Resource Kit. For more information about installing and using these features, look up "accessibility" in the Windows Help Index.