text:
Travel Requirements
Travel Requirements
4.Applications for E-ticket Modification
5.Passenger ID card numbers cannot be changed after tickets have been issued
6.The passenger name cannot be changed after tickets have been issued
Passengers who purchase tickets online must comply with the Passenger information document provided by China Eastern as well as all relevant regulations issued by the Civil Aviation Administration of China (CAAC). Additionally, passengers are responsible for the accuracy of information submitted when booking.
Passengers must abide by all government regulations regarding the legality and validity of identification documents when taking civil aviation flights. Passengers will be considered responsible for any consequences caused by problems like invalid forms of ID and inconsistencies between ticket and identification information.
Passengers booking tickets online must accurately fill in the relevant personal information and contact information. Any financial losses caused by unclear or incomplete information shall be borne by the passenger after purchasing.
After purchase, the ticket issuing procedure (i.e. online payment) must be completed within 30 minutes after booking. If the payment is successful, the system will generate a ticket number, to be confirmed by the purchaser in the "Order Management" section. If this time limit expires, the payment will be considered unsuccessful and the booking will be automatically canceled.
Special needs passengers (including VIP, injured, disabled, and stretcher-bound passengers, as well as soldiers and policemen disabled during the revolution, pregnant women, unaccompanied senior citizens and children, and those traveling on student, teacher, and senior citizen tickets, etc.) and those who applied for special services (including special meals, prearranged seats, wheelchairs, etc.) please contact the booking offices of China Eastern or call China Eastern Service Hotline to apply for special service applications and to book tickets. China Eastern currently has not made online ticketing for the above-mentioned passengers available.
In order to ensure the flight is on-time, China Eastern international flights may start boarding procedures two hours prior to departure and close them 45 minutes before departure. Domestic flights will start boarding procedures 90 minutes before departure and close them 30 minutes before departure.
Passengers are required to arrive at the airport to check in and boarding with adequate time to meet the above time limits. Passengers must present valid documentation used to purchase tickets online.
Air Transportation Electronic Ticket List ("invoice" hereafter) shall be regarded as the official receipt for passengers who bought electronic tickets.
Passengers who purchased tickets online may receive the invoice at some airports or booking offices of China Eastern within 7 days after completing travel by presenting their valid travel documentation.
The invoice can only be printed once and will not be considered as a credential sufficient for check-in and entry to the airport security checkpoint.
If the invoice has already been printed, the passenger must present it when rebooking flights and must return it when seeking a refund. The passenger may return the invoice to the place it was printed (for example, the service counter of the airport), or return it to a China Eastern ticket office, or mail it to China Eastern Headquarters (Address: ITINERARY, Revenue Overturn Department of China Eastern Marketing Committee, No. 92, Airport Road 3, Shanghai Hongqiao Airport. Post Code 200335).
Losing the invoice will not affect check in as the passenger can check in by presenting travel documentation. However, once lost, the invoice cannot be reprinted.
E-ticket modification refers to: changing of departure date, departure time or class of scheduled flight.
If a change of travel date is desired and allowable, but the same class of ticket is not available for purchase, the ticket can be upgraded and the difference in ticket price paid. If fees for both class differential and change of date are applicable, only the higher fee will be applied.
Passengers who book domestic tickets online can also make the above-mentioned ticket changes online.
Currently, passengers purchasing regional or international tickets cannot modify their tickets online.
Passengers may also contact China Eastern's service hotline (+86 21 95530) or go to a local or airport China Eastern ticket office for the desired E-ticket services.
When E-tickets have been issued to the passenger, no alterations are allowed for certificate numbers, so ensure to correctly enter passenger certificate numbers into 'Enter Passenger Information'.
If passengers find that their actual ID card number is inconsistent with that on the issued travel documentation, they may only refund the original E-tickets. Passengers should submit a refund application online, and re-purchase tickets; in this case China Eastern will deem this as a voluntary refund application.
The passenger's name cannot be altered after the E-ticket has been issued. Ensure to correctly enter the passenger's name in "Enter Passenger Information" screen.
Passengers with names containing rare Chinese characters unidentified in the system purchasing domestic tickets must enter the unidentified Chinese characters in Pinyin into the 'Passenger Name' area. (For example: 李喆, please enter 李ZHE; 李喆一, please enter 李ZHEYI). In such cases, the passenger must resolve this issue at a China Eastern counter before check-in.
To downgrade the travel class (i.e. voluntary request to downgrade from first class to business or economy class), the original E-tickets must be refunded through online application and the passenger must then repurchase the ticket. Such refunds are considered voluntary.
Refund process: Refund applications shall be submitted online. China Eastern will refund the ticket fare to your bank account within 22 workdays of the application submission. If the fare hasn't been refunded by this time, please call China Eastern Service Hotline +86 21 95530 and dial No. 1(chinese) - 3 for assistance.
After booking a ticket, a refund for any or part of the unused route ticket fare and associated fees, may be requested if the passenger fails, due to the passenger, China Eastern or weather, to complete any or all of the scheduled travel prior to the E-ticket expiry date.
Voluntary refund: The passenger fails, for reasons specific to the passenger, to finish any part or all of the scheduled travel within the E-ticket expiry date and requires a refund.
Involuntary refund: In circumstances where China Eastern is unable to honor the booking and the passenger requires a refund.
Refund time limit:
For regular ticket, the refund shall be applied for within 13 months of the initial travel date. For a non-standard ticket, the refund shall be applied for within 13 months of the date of issuance. The aforementioned application shall not be accepted if overdue.
Refund fees:
1) Provisions for voluntary refund of domestic travel:
First class/business class/economy class (F/C/Y) tickets: No refund fee;
Child tickets at half the price of adult regular fare (F/C/Y): No refund fee;
Infant ticket at 10% of regular adult fare (F/C/Y): No refund fee;
B/E/H class tickets: Refund fee is 5% of the ticket price;
L/M/N class: Refund fee is 10% of the ticket price;
R/S class: Refund fee is 20% of the ticket price;
V/T/W class: Refund fee is 50% of the ticket price;
X class (presale class): Refund fee is 80% of the ticket price;
For other classes, Refund fees shall comply with tariff rate conditions and restrictions.
The abovementioned refund fees will be set at a minimum of 50 Yuan.
2) Terms of voluntary refund for regional and international tickets:
Refunds will comply with information as detailed in the "refund rules" provided on the China Eastern website.
If any portion of the booked ticket has been used, the refund amount is equal to the total ticket amount minus the calculated ticket fares and relevant taxes and fees for the used (China Eastern) flights and assessed refund fees. Fares are calculated based on currently available one-way or round-trip fares in the same ticket class. If no one-way fares are applicable in the relevant ticket class, then the refund amount shall be equal to the paid ticket amount minus fare for the lowest class one-way ticket available.
3) Involuntary refund:No refund fee.
4) Refund due to illness:
After verification of a medical condition, the refund application of the passenger unable to fly due to illness shall be handled according to regulations for a voluntary refund. To verify the illness, the passenger must provide three records of diagnosis and treatment, such as admission, treatment and billing records. As stipulated by the regulations for refunds due to illness, only the taxes on a totally unused "non-refundable" ticket can be refunded.
5) Non-compliance with ticket refund provisions:
The multi-destination tickets must be used sequentially, as per the ticket itinerary. To alter travel plans, the process will be handled as a voluntary refund. If a balance remains after deducting the normal price (F/C/Y) of flight segments flown from the total purchase price, the passenger will be refunded the balance of the fare along with corresponding taxes.
Refund fees for unused travel shall be collected complying with applicable refund regulations.
Passengers due to receive a refund must bring valid travel documentation and the refund voucher issued by China Eastern to the tickets offices of China Eastern or to the airport China Eastern booking counter. The booking agent may process the refund voucher depending on original valid identification the agent, the passenger's signed power of attorney and copies of the passenger's valid travel documentation. Each refund form can be issued only once.
Passengers who have purchased E-tickets from China Eastern can visit the website of China Eastern for ticket verification; the passenger may check for authenticity and find the itinerary number by entering ticket number and passenger name.


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Fancy a white Galaxy Nexus? The guys from Negri Electronics now have them in stock for $659, and they are shipping now upon order. That's not quite as cheap as Amazon, who sells the Galaxy Nexus for $629.99, but they only have it available in the standard titanium and silver colors.
The international version of the Galaxy Nexus (i9250) comes unlocked (like all Nexus phones) and works on both AT&T's and T-Mobile's HSPA+ networks. We already know that Sprint will carry the Galaxy Nexus, but there is no official word from AT&T or T-Mobile.
Verizon's LTE version is my daily phone and it's easily the best Android device out there. As we saw this week there are many benefits of being on the latest version of Android, like Google's new Chrome Browser.
I've never shopped with Negri Electronics before, but I know several of our readers got their Galaxy Nexii from them and had good experiences. If you don't care about color, I'd suggest ordering from Amazon and saving a few bucks. For anyone thinking of switching to Verizon, Amazon still has the Galaxy Nexus on sale at $99 for new customers.
Update: As pointed out in the comments, Negri Electronics also has the Canadian version of the 16 GB Galaxy Nexus for $595.50. It has the same penta-band radio and should work on AT&T and T-Mobile, but I'm told it is the yakjuwx build instead of yakju.

subset: commoncrawl


text:
Heavener riding big Gore win into district opener against Valliant Friday night at home
If ever the Heavener Wolves football team needed a big win, it was last week. In their home opener Sept. 7 at Harvey Stadium, the Wolves shot themselves in the foot and ended up losing 28-21 to the Hartshorne Miners.The Wolves came back last week at home with a strong second half to down the Gore Pirates 31-21 at Harvey Stadium to celebrate homecoming."It was a big-time win last week," said Carl Lee, Heavener's new coach. "We came out and bit into the homecoming thing, and played flat in the first half. They were ahead going into halftime. The kids came out in the second half with more emotion and energy, and that was enough to get us over the hump."Friday night's win was a kind of morale-boosting win the Wolves (2-1) really needed as they begin District 3A-8 play at 7:30 p.m. this Friday night against the Valliant Bulldogs at Harvey Stadium."Gore was definitely a good team, and they have players who can play against some teams in classes above them," Lee said. "They're a really good team. Our kids came out and took it to them in the second half. At one point, we were up 31-13. It was really a big game. It was a win to get us going in a good, positive direction, and playing with some emotion. If we do that Friday night, we're going to have a chance to go 1-0 in the district and 3-1 overall. A win would be a good start to the district season."The Bulldogs (2-1) suffered their first loss of the season last Friday night, suffering a 34-0 shutout at the hands of the Plainview Indians in Ardmore. Prior to that, they won their first two games — 59-13 over Antlers and 28-18 over Hugo. Lee said the 'Dogs will be just as strong a test as the Pirates were."They have a good quarterback and a good tailback," he said. "They like to run the option, and they're good at it. They can make things happen. Coach (Brett) Jones does a good job with them. They play hard, and they're going to cause a lot of concerns for us defensively. Their defense is big, and they play physical."


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|MLB Career Stats
|19th in AL
|8th in AL
|17th in AL
|6th in AL
|5th in AL
|19th in AL
|23rd in AL
|7th in AL
|19th in AL
|18th in AL
|March 16, 2015
|Baltimore Orioles released LHP Mark Hendrickson.
|February 10, 2015
|Baltimore Orioles signed free agent LHP Mark Hendrickson to a minor league contract and invited him to spring training.
|February 10, 2015
|LHP Mark Hendrickson assigned to Norfolk Tides.
|November 4, 2013
|LHP Mark Hendrickson elected free agency.
|April 2, 2013
|LHP Mark Hendrickson assigned to Norfolk Tides.
|February 1, 2013
|Baltimore Orioles signed free agent LHP Mark Hendrickson to a minor league contract and invited him to spring training.
|September 12, 2011
|Baltimore Orioles released LHP Mark Hendrickson.
|September 6, 2011
|Baltimore Orioles designated LHP Mark Hendrickson for assignment.
|August 31, 2011
|Baltimore Orioles optioned LHP Mark Hendrickson to Norfolk Tides.
|August 30, 2011
|Baltimore Orioles designated Mark Hendrickson for assignment.
|August 28, 2011
|Baltimore Orioles recalled LHP Mark Hendrickson from Norfolk Tides.
|August 3, 2011
|Baltimore Orioles optioned Mark Hendrickson to Norfolk Tides.
|July 9, 2011
|Baltimore Orioles selected the contract of Mark Hendrickson from Norfolk Tides.
|June 25, 2011
|Mark Hendrickson roster status changed by Norfolk Tides.
|June 12, 2011
|Norfolk Tides placed LHP Mark Hendrickson on the 7-day disabled list.
|April 5, 2011
|LHP Mark Hendrickson assigned to Norfolk Tides.
|February 3, 2011
|Baltimore Orioles signed free agent LHP Mark Hendrickson to a minor league contract and invited him to spring training.
|November 7, 2010
|LHP Mark Hendrickson elected free agency.
|February 9, 2010
|Baltimore Orioles signed free agent LHP Mark Hendrickson.
|November 5, 2009
|LHP Mark Hendrickson elected free agency.
Among Rookie Leaders: Finished the season at 9-9 with a 5.51 ERA ... Led all AL rookies with 30 starts, 2nd in wins, 3rd in innings pitched (158.1) and 7th in strikeouts (76) ... Was one of four AL rookies to throw a complete game shutout ... Worked rained shortened CG shutout on July 21 at Yankee Stadium (7.0IP, 5H, 2BB, 2K) ... Was first career CG shutout and first Blue Jays rookie to throw CG shutout since Roy Halladay on May 20, 1999 at DET.
What the Hitters Thought: Overall opponents batted .317, with LH hitters at .269 and RH hitters at .333 ... On the road opponents hit .302 and at SkyDome, .338 ... In April opponents hit .344, May, .294, June, .329, July, .325, August, .283 and in September, .356 ... Prior to the ASB opponents hit .321, after the break, .311 ... At SkyDome allowed 12 home runs, while on the road gave up 12 ... Allowed just one home run to a left-handed hitter (Travis Lee-TB) and 23 to the right-handers.
Stint in the Minors: July 9 was optioned to Syracuse (AAA) ... Made two starts in the minors during the All-Star break ... Combined to go 1-0 with a 3.09 ERA (11.2IP) ... Started with Syracuse (AAA) of the International League on July 11 at Columbus and recorded a no decision (6.0IP) ... Made 2nd start with Dunedin (A) of the Florida State League and picked up the win on July 16 at Sarasota (5.2IP) ... Was recalled from Dunedin on July 21.
Career Notes: Nine wins in 2003 was the most by a Blue Jays rookie LHP since Jeff Mussleman had 12 in 1987.2002 Began the season with Syracuse (AAA) of the International League and was 7-5 with a 3.52 ERA in 19 games, 14 starts ... As a starter with the SkyChiefs was 4-4 with a 3.75 ERA ... In relief with Syracuse was 3-1 with a 1.74 ERA ... At home was 2-2 with a 4.88 ERA and on the road was 5-3 with a 2.94 ERA ... Held LH hitters to a .190 average (12-63), while RH hitters batted .268 (78-291) ... Made 13 starts to start the season before making five relief appearances... Struck out a season high eight on June 3 in a 4-1 win RMD ... June 6-July 12 was on disabled list with strain on the right side of lower back ... July 16-27 won three consecutive relief outings working a combined 8.1 innings, allowing one earned run ... ND on Aug. 3 vs. Buffalo in his final start at Syracuse ... Was recalled on Aug. 5 and made his ML debut vs. SEA in relief on Aug. 6 (0.1IP, 3H, 5ER, 2BB, 1K) ... Was the 22nd pitcher the Jays used this season, tying club record... Made 12 relief appearances going 0-0 with 5.91 ERA out of the bullpen ... Allowed runs in three of 12 relief appearances... Not including season debut (5ER/0.1IP) ERA in relief was 1.75 (2ER/10.1IP) ... Six of his last seven relief outings were scoreless (7.2IP) ... Sept. 2 vs. CWS worked 3.2 innings, longest career relief outing ... Made first ML start on Sept. 7 at BOS (ND, 5.0IP, 2H, 2BB, 1K) ... Was the 13th starter used by Toronto, used nine different starters in 2001 ... Won his fist ML game on Sept. 14 vs. TB working 6.0 innings (4H, 1ER, 1BB, 3K) ... Won his second straight start on Sept. 19 at BAL and worked a career high 8.0 innings (4H, 2ER, 1HR, 6K) ... Won his final start of the season vs. BAL on Sept. 25 (7.0IP, 5H, 1R, 0ER, 2BB, 3K) ... Led the AL in September with a 0.91 ERA (3ER/29.2IP) ... As a starter was 3-0 with a 1.04 ERA (3ER/26.0IP) ... Allowed 20 base runners (15H, 5BB) in 26.0 innings as a starter ... Held LH hitters to a .194 mark (6-31) without allowing a home run... Held RH hitters to a .204 mark (19-93) with one home run... Overall opponents batted .202 ... As a starter opponents hit .174 (15-86) with one home run and in relief opponents hit .263 (10-37) without a home run ... In the first inning as a starter held opponents to a .182 average (2-11) ... Blue Jays were 3-1 in his four starts with runs support of 5.25 runs/game ... In relief stranded three of nine inherited runners and retired eight of 12 first batters faced ... At SkyDome was 2-0 with a 2.57 ERA, while on the road was 1-0 with a 2.30 ERA ... Overall with Toronto was 3-0 with a 2.45 ERA in 16 games, four starts. 2001 On disabled list with sprained ankle June 1-23 for Class-AAA Syracuse in the International league...Allowed no earned runs in nine of 10 appearances June 28-July 26. 2000 Started 18 games and was 5-3 between the Dunedin Blue Jays (A) and the Tennessee Smokies (AA)... Opened the season in Dunedin of the Florida State League where he was 2-2 in 12 starts with a 5.61 ERA... Held opponents scoreless in his first two starts, May 30 & June 3,but pitched only 7.0 innings combined... First decision was a victory on June 20 at Clearwater after holding the Phillies to one run over 5.0 innings... Twice had starts of 6.0 innings, July 21 and 31... On July 31 suffered his second loss after a complete game effort (6.0IP) in game one of a doubleheader... Following that start was promoted to Tennessee where he made six starts and was 3-1 with a 3.63 ERA... Won first two starts with the Smokies... On August 13 vs Mobile tossed a season high 8.0 shutout innings allowing just three hits... On August 19 at West Tenn struck out a season high seven batters in 5.2 innings... Pitched 6.0 innings in four of his six starts and the last three of the season... At Tennessee held left-handed hitters to a .171 average while right-handers hit only .234... Combined between the two clubs recorded 67 strikeouts in 91.0 innings with 41 walks... Pitched for Scottsdale in the Arizona Fall League and was 2-3 with a 2.67 ERA in seven starts... In his first four starts, did not allow a run in 16.0 innings. 1999 Joined Knoxville of the Southern League (AA) and was 2-7 in 12 games, 11 starts...Started the season 0-4 before first win on August 8 vs Carolina - tossed one hit ball over 7.0 innings allowing a solo HR...Earned second win on a combined shutout on August 23 (7.0IP, 4H)...Struck out a season high seven in final start of the season, September 3 at Carolina...Allowed four home runs in 55.2 innings...Lasted 6.0 innings in his last three starts of the season after doing once in the eight previous starts. 1998 Made pro baseball debut with Dunedin of the Florida State League (A) and posted a 4-3 record in 16 games, five starts...Posted one save...Left-handed batters hit .226 (7-31) with two doubles and nine strikeouts.


text:
Bob June Gilbert
June 23, 1888
Feb 11, 1967
Rhoda Ellen
Aug 23, 1900
May 20, 1989
Contributed on 12/16/08 by lori_dorminey
Email This Contributor
Record #: 123911
On this site you can upload gravestone photos, locate ancestors and perform genealogy research. If you have a relative buried in Arkansas, we encourage you to upload a digital image using our Submit a Photo page. Contributing to this genealogy archive helps family historians and genealogy researchers locate their relatives and complete their family tree.
Submitted: 12/16/08 • Approved: 12/16/08 • Last Updated: 9/10/12 • R123911-G123910-S3


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Suffering from hair loss is often times a stressful and emotional experience for men. Regardless of your stage of hair loss or if you're just trying to gain some information and insights into hair loss treatment and restoration, you've come to the right place!
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Please take a minute to explore our articles, videos and patient stories. Enjoy!


text:
No. 7 Duke can't hold on, falls to Irish 79-77
No. 7 Duke can't hold on, falls to Irish 79-77
Jan. 05, 2014
SOUTH BEND, Ind. (AP) — No. 7 Duke couldn't overcome Jabari Parker looking like a freshman playing his first true road game.
Parker failed to break double figures for the first time this season, finishing with seven points on 2-of-10 shooting, and the Blue Devils struggled defensively in the second half of a 79-77 loss to Notre Dame on Saturday, squandering a 10-point lead midway through the second half.
"We stopped playing the defense we were playing," Duke coach Mike Krzyzewski said.
Duke still had a chance in the final 10 seconds, trailing 77-75 with the ball in the hands of Rodney Hood, who led Duke with 27 points. But he dribbled too deep and had a pass stolen by Notre Dame's Demetrius Jackson. Krzyzewski said he would have called timeout, but he liked that Hood was being defended by Notre Dame's 6-foot-11 center Garrick Sherman.
"We were down by two and you couldn't draw it up better," Krzyzewski said. "As soon as we saw the matchup, we knew we were going to get him the ball."
Hood blamed himself.
"I was supposed to pull through for my team, but it just didn't happen today," he said.
Parker, whose previous low was 12 points Tuesday against Elon, didn't talk to the media after the game. Krzyzewski said he just didn't play well.
"That is part of being a freshman," he said. "Hopefully he will recover from that."
Notre Dame sent a message in its Atlantic Coast Conference debut as Eric Atkins scored 19 points, Pat Connaughton had 16. The victory comes in the wake of leading scorer Jerian Grant's dismissal from school two weeks ago for an academic violation and provided a much-needed confidence boost as the Irish begin play in their new league.
"It's really important for our group given the two weeks we've had to feel like, 'Hey, we may still have a shot at this thing.' Because nobody else thought we had a shot," Notre Dame coach Mike Brey said.
Atkins scored seven points during a decisive 20-4 run as Notre Dame rallied from a 10-point deficit and held on to win two weeks after squandering an eight-point lead in the final 50 seconds against No. 3 Ohio State at Madison Square Garden.
"It definitely gives us a lot of life. Everybody's confidence is up now, winning such a big game," Atkins said.
The Irish (10-4, 1-0) improved to 13-6 against top-10 teams at home under Brey. It was the first loss in an ACC opener for the Blue Devils (11-3, 0-1) in seven seasons.
Hood said Duke played like an immature team, allowing the Irish to hold the ball for long periods and then score as the shot clock ticked down.
"When we needed a stop, we didn't get a stop," Hood said. "We had some balls go in and out, but I can name at least 10 plays where it was a breaking point and we didn't pull it off."
Duke used a 9-0 run to open a 49-40 lead early in the second half and stretched the lead to 60-50 when Andre Dawkins made a 3 from the top of the key with about 11 minutes left.
But when Notre Dame went to a small lineup to try to guard the Blue Devils better from behind the arc, Demetrius Jackson hit a 3 to spark the 20-4 run.
"I thought that was the biggest shot of the game," Krzyzewski said. "If we get a stop, we could have gone up by 12. That was a huge shot."
Atkins tied the game on a layup, and then followed with another basket inside on a pass from Connaughton. Steve Vasturia, who wasn't getting much playing time before Grant was dismissed, hit a 3-pointer to give the Irish a 68-64 lead after Parker badly missed a 3.
"That was a huge shot to really make us believe," Brey said.
The Blue Devils closed within one point twice in the final 2 minutes, but the Irish didn't wilt under the pressure.
Sherman had 14 points as the Irish outscored Duke 44-16 in the paint. Quinn Cook had 22 points for Duke, which was 12 of 28 from beyond the arc, one shy of its season high.
Brey improved to 1-1 against his former boss.
"It's a historic day for us, our first ACC game," Brey said. "To beat a program like Duke's will always be a great memory for us starting off in Atlantic Coast Conference play."


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A verbal taunt, or a closing line after winning an argument or a fight. Derived from the journalist Edward R. Murrow's famous phrase which he used when saying goodbye to his audience after an episode of his news program.
Good Night and Good Luck, sucker!
by La Noir January 17, 2010
buy the domain for your art blog


text:
Friends,Welcome to Information
Technology Committee of the Torts Insurance and Compensation Law Section (TICL). We
maintain and serve the TICL Website and Blog here at
NYSBA.As Chair of the Information Technology Committee, I invite you to
join and contribute. If you would like to contribute any article or newsworthy
event to be posted on our TICL Website or Blog so that it can be viewed and read
by the Torts Insurance and Compensation Law Section of the New York State Bar,
please email in electronic form the article or notice to my email
address.Committee ChairCharles J. Siegel,
Offices of Charles J. Siegel125 Broad Street, 7th FloorNew York, New York
10004Phone: (212) 440-2345 / FAX (212) 440-2380Email: firstname.lastname@example.com
Join this Committee
Information Technology Committee Roster


text:
Research for the Millennium
The Millennium Science Complex is one of Penn State's most visible examples of long-standing commitment to interdisciplinary research.
It will take more than a single Thomas Edison to create the treatments and technologies necessary to solve the world's biggest challenges. It will take teams of Edisons, Curies and maybe even a few Einsteins.
The real question for research universities across the country and around the world is: How do you inspire and manage the collective brainpower of dozens of researchers from a range of fields and interests to make these discoveries?
Penn State has been a leader in creating the organizational, physical and philosophical space for multidisciplinary researchers to collaborate and create.
Facilitating Collaboration
The Millennium Science Complex, which opened in 2011, is one of the University's most recent, and now one of the most visible, examples of its commitment to interdisciplinary research.
Carlo Pantano, director of the Materials Research Institute and Distinguished Professor of Materials Science and Engineering, says the building itself was designed to bring together teams of researchers who have a variety of expertise and backgrounds to tackle projects that may one day create products or treatments that show up anywhere, from electronic stores to cancer laboratories.
Researchers from five academic colleges and 15 departments from the physical, engineering and life sciences are part of the Materials Research Institute, which along with the Huck Institutes of the Life Sciences, has found a new home in the Millennium Science Complex.
Before architects even had a chance to sketch plans for the building, Pantano and his colleagues began discussing how they could facilitate collaboration.
"Collaboration depends a lot on the environment, but it also depends on how you promote that environment," Pantano says. "For example, that's why you'll see students sitting with other students here."
At the complex, graduate students from different disciplines are grouped together in common areas to increase the possibility of collaborations.
The Titan Cubed transmission electron microscope allows researchers a chance to investigate the world at the atomic and nanoscale level.
Shared Equipment
Another way that the facility itself inspires collaboration is through the use of shared equipment.
It's not just an economical way to distribute the tools necessary to conduct research, according to Josh Stapleton, operations manager of the Materials Characterization Lab at the complex.
Stapleton says that when researchers from various fields use the same leading-edge instrumentation, they can compare notes with each other and with staff members who operate the devices.
The staff can also use their expertise to help scientists integrate the instruments into their own areas of research, according to Stapleton.
"Staffing our laboratories with experts on the instrumentation in the lab allows researchers to add new tools to their tool box," he explains. "If a researcher encounters new problems and their traditional tools are no longer working, they can access staff members who have expertise to offer them new approaches."
The facility includes the latest research equipment. For example, crews recently installed a Titan Cubed scanning and transmission electron microscope, one of the few of its kind in the country. The microscope allows researchers a chance to investigate the world at the atomic and nanoscale level.
Researchers and engineers from a range of disciplines are studying the brain to find treatments for epilepsy and to discover materials for brain interfaces and nerve regeneration.
The Pay-off
Pantano is beginning to see dividends on this investment in integration and collaboration.
Researchers from both the Huck Institutes of Life Sciences and the Materials Research Institute are already collaborating on big projects.
Engineers and plant biologists in the Center for Lignocellulose Structure and Function, for instance, are studying the nanostructure of plant cell walls. Their discoveries may lead to more sustainable energy sources, such as biofuels.
More than a dozen researchers and engineers from a range of disciplines are studying the brain to find treatments for epilepsy, discover materials for brain interfaces and nerve regeneration and map the structure of the brain.
"It's not the big things that make me think we're on the right track," Pantano says. "It's the conversations I hear between faculty members while I am walking around the building or listening to students talking about projects while they're at the water cooler."


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Pop stars One Direction were thrilled when they finally came face-to-face with their waxwork doubles at Madame Tussauds' official unveiling in London on Thursday.
Workers at the London tourist attraction have spent months recreating the stars in detail for the life-like figures, which will tour Madame Tussauds branches around the world after a stay in the British capital.
The group turned out for the official unveiling and posed for pictures with the dummies, with Harry Styles saying of the occasion, "It's amazing and such an honour" and Zayn Malik adding, "They look wicked, they're bang on."
Niall Horan admitted he was shocked to see his double wearing a pair of sneakers he once owned, adding, "This is weird – he's wearing my actual shoes."
The band's wax figures will be on display in London from April 18 to July 11, in New York from July 19 to October 11, and Sydney from October 24 to January 28, 2014.


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quote:Originally posted by BobbyFischerBritish mod/freak beat at its best, Liverpool group Wimple Winch from 1966! https://www.youtube.com/watch?v=lcEk5U4qGPA
quote:Originally posted by DaveyTeeGreat stuff, Bobby. Keep the board alive!Meanwhile, you don't get concerts like this nowadays. Back in 1965, sharing the same stage, two songs each, a host of top bands including The Moody Blues, the Stones, the Kinks, Dusty Springfield, Freddie and the Dreamers, Herman Hermits, Cilla Black, The Seekers, Georgie Fame, Wayne Fontana, Donovan, Them, The Searchers, The Animals and The Beatles, and no doubt some others who I've forgotten. Unfortunately the execrable Jimy Savill is also there. I remember thinking at the time that The Seekers were really square, but Judith Durham has such a terrific voice.https://www.youtube.com/watch?v=geFglXSMZMcScottish and European, not British.


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From BrikWars
Rekonstruktion when the first Deadly SpaceMan is believed to have been brought into being by the horrors of Hospital 555. This marked the end of the Time Before SpaceMen, and heralded the emergence of limbs in Minifigs, as well as the Golden Age of Galactik Civilization.
While all Rekonstruktions succeeding BR 1,977 this are documented for posterity and the Foe Rums, very little is known about the previous Retkonstruktions. Sometime before BR 1,977 the Dooplok wars took place, which would cause the remaning Dooplok figs to form the Ironic Punishment Brigade. Despite that most of this history is lost, some ancient tomes do tend to show up in lost libraries, temples, and abandoned bases across the BrikVerse.
|BrikVersal Rekonstruktions
|Previous: BR 1,976
|Next: BR 1,978


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|-scores [N]
|show highscore list [first N entries]
|-name <string>
|set character name
|-race <letter>
|preselect race
|-class <letter>
|preselect class
|-pizza <string>
|crawl pizza
|dont use IBM extended characters (needed when playing in a xterm)
|-dir <path>
|crawl directory
|-rc <file>
|init file name
In the caverns of Crawl, you will find a great variety of creatures, many of whom would very much like to eat you. To stop them doing this, you will need to fight. To attack a monster, stand next to it and move in its direction; this makes you attack it with your wielded weapon. Of course, some monsters are just too nasty to beat, and you will find that discretion is often the better part of valour.
CHARACTER SPECIES You have a number of different character races to choose from. This affects several characteristics including: Your choice of classes; Your initial attributes (strength etc); Occasional extra points added to some abilities; The amount of hit points and magic you get as you increase in level; Your initial equipment; Your rate of level advancement; Your rate of skill advancement. Humans are the most versatile race. Humans advance quickly in levels and have equal abilities in all skills. Humans can also be of any class. Elves have good intelligence and dexterity, but suffer a bit in strength. They have slightly less hp and slightly more magic than humans, and advance in experience a bit more slowly as well. They are especially good at fighting with short and long swords, although not so good at other weapons, and are adept at bows and darts. Their quickness makes them good at dodging, and they possess natural elven stealth as well. Their nature also gives them proficiency with magic, especially enchantments, but they are poor at using necromancy. There are also a number of related types of elves: High elves are a powerful elven race who advance in levels very slowly - requiring half again as much experience as do humans. They are similar to common elves in most respects, but their strengths and weaknesses tend to be greater. Grey elves also advance slowly, but more quickly than high elves. They are generally poor at fighting - although they are still good at short and long swords and bows - but are excellent at all forms of magic except for necromancy. Deep elves are poor at fighting but excellent at bows, crossbows, darts, and especially magic. They are the only elven subtype who are skilled at using necromancy and earth magic, and are particularly good at enchantment magic. They advance in levels at the same rate as grey elves. Deep elves are not physically robust, but have great reserves of magical energy. Sludge elves are a bit like common elves, but are not quite as good at most things while being better at necromancy and some elemental magics. They advance in level slightly faster, though. Elven armour is unusually light, and does not affect the dodging or stealth of its wearer to the extent that other armours do. Elven cloaks and boots are particularly useful to those who wish to be stealthy, and elven bows are particularly effective in conjunction with elven arrows. Elves are especially dangerous when using elven weapons. All elves are good at using air elemental magic, and are okay at fire and ice magic. They are also poor at earth magic with the exceptions of deep and sludge elves, who can use earth magic well. Hill dwarves are extremely robust but are poor at using magic. They are excellent at hand combat, especially favouring axes, and are good at using armour and shields, but are poor at missile combat or at using polearms (which are usually too big for them to wield comfortably). The only forms of magic which they can use with any aptitude are earth, fire and conjurations, but they are worse than humans at the conjurations skill. They advance in levels at a similar rate to common elves. Mountain dwarves are almost as robust as hill dwarves and have similar aptitudes, but are slightly better at the things that hill dwarves dont do very well, and slightly worse at the things that hill dwarves are good at. They advance in levels at a rate between that of elves and humans. Dwarven weapons and armours are very durable, and do not rust or corrode easily. Dwarves are especially effective when using dwarven weaponry. Halflings are very small and, with deep elves and kobolds, are the least robust of any character race. Although fair to poor at most fighting skills, they can use short blades well and are good at all forms of missile combat. They are also very stealthy and good at dodging and stabbing, but are poor at most types of magic (except enchantments and translocations). They advance in levels as rapidly as humans. Halflings cannot wield large weapons. Hill orcs are orcs from the upper world who, jealous of the riches which their cousins, the cave orcs, possess below the ground, descend in search of plunder and adventure. They are as robust as the hill dwarves, but have very low reserves of magical energy. Their forte is fighting, and they are skilled at using most hand weapons (with the exception of short blades, at which they are only fair, and missile weapons, at which they are not particularly good). They are poor at using most types of magic with the exception of conjurations and necromancy. They advance as quickly as humans. Orcish bows/crossbows are particularly effective in combination with orcish arrows/bolts. Orcs are especially good at using orcish weapons. Orcs are poor at using air elemental magic, but okay at other kinds (and good at earth magic). Kobolds are small, ugly creatures with few redeeming features. They have poor abilities and have similar aptitudes to halflings, without the excellent agility. However, they are slightly better than halflings at using some types of magic, particularly summonings and necromancy. They often live as scavengers, surviving on carrion, but are carnivorous and can only eat meat. They advance in levels as quickly as humans. Mummies are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to. Being undead, they are immune to poisons and negative energy, have little warmth left to be affected by cold, and are not susceptible to reductions in their physical or mental abilities. However, their dessicated bodies are highly flammable. They also do not need to eat or drink, and in any case are unable to. Mummies progress very slowly in level (as slow as High Elves) and in all skills except fighting, spellcasting and necromancy. As they increase in level they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures (if they are unable to use a spell, they will usually be unable to memorise it). The side effects of necromantic magic tend to be relatively harmless to mummies. Naga are a race of hybrids; humanoid from the waist up, with a large snake tail instead of legs. They are reasonably good at most things and advance in experience levels at a decent rate. They are naturally immune to poisons, can see invisible creatures, and have tough skin, but their tails are relatively slow and cannot move them around as quickly as can other creatures legs (this only affects their movement rate; all other actions are at normal speed). Their body shape also prevents them from gaining full protection from most armour. Every now and then, a naga can spit poison; the range, accuracy and damage of this poison increases with the nagas experience level. Gnomes are an underground-dwelling race of creatures, related to the dwarves but even more closely in touch with the earth. They are quite small, and share many of their characteristics with halflings (except for the great agility), although they advance slightly more slowly in experience levels. They are okay at most skills, but excellent at earth elemental magic and very poor at air magic. Occasionally they can use their empathy with the earth to sense their surroundings; this ability increases in power as they gain experience levels. Ogres are huge, chunky creatures related to orcs. They have great physical strength, but are bad at almost everything except fighting. Because of their large size they can only wear loose robes, cloaks and animal skins. They learn quite slowly. Although ogres can eat almost anything, their size means that they need to. Trolls are like ogres, but even nastier. They can rip creatures apart with their claws, and regenerate very quickly from even the most terrible wounds. They learn very slowly indeed - even more slowly than high elves - and need a great amount of food to survive. Ogre-mages are a separate race of ogres who are unique among the beefier races in their ability to use magic, especially enchantments. Although slighter than their common ogre relatives they nevertheless have great strength and can survive a lot of punishment. They advance in level as slowly as high elves. Draconians are a race of human-dragon hybrids; humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. Some types of draconians have breath weapons. Because of their decidedly non-human shapes, draconians cannot wear most armours. Draconians advance very slowly in level, but are reasonably good at most skills (except missile weapons and armour). Centaurs are another race of hybrid creatures: horses with a human torso. Centaurs can move very quickly on their four legs, and are excellent with bows and other missile weapons; they are also reasonable at the Fighting skill while being slow learners at specific weapon skills. They advance quite slowly in experience level and are rather sub-average at using magic. Due to their large bulk, they need a little extra food to survive. Demigods are mortals (humans, orcs or elves, for example) with some divine ancestry, however distant; they can be created by a number of processes including magical experiments and the time-honoured practice of interplanar miscegenation. Demigods look more or less like members of their mortal parts race, but have excellent abilities (strength, int, dex) and are extremely robust; they also have great supplies of magical energy. On the downside they advance very slowly in experience, gain skills slightly less quickly than humans, and cannot worship the various Gods and Powers available to the other races. Spriggans are small magical creatures distantly related to elves. They are poor fighters with anything other than a dagger or a shortsword, have little physical resilience, and are terrible at destructive magic - conjurations, summonings, necromancy and elemental spells. On the other hand, they are excellent at other forms of magic and are very good at moving silently and quickly. So great is their speed that a spriggan can keep pace with a centaur. Minotaurs are yet another hybrid - a human body with a bovine head. Minotaurs are extremely good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for headgear. Demonspawn are horrible half-mortal, half-infernal creatures - the flip side of the Demigods. Demonspawn can be created in any number of ways - magical experiments, breeding, unholy pacts, etc. Although many demonspawn may be indistinguishable from those of pure mortal stock, they often grow horns, scales or other unusual features. Powerful members of this class of beings also develop a range of unholy abilities, which are listed as mutations (and can sometimes be activated with the a command). Demonspawn advance very slowly in experience and learn most skills at about the same rate as do Demigods. However, they are a little better at fighting and much better at conjurations, summonings, necromancy and invocations. Ghouls are horrible undead creatures, slowly rotting away. Although ghouls can sleep in their graves for years on end, when they rise to walk among the living they must eat flesh to survive. Raw flesh is preferred, especially rotting or tainted meat, and ghouls gain strength from consuming it. As undead, Ghouls are naturally immune to poison, cold and negative energy. They arent very good at doing most things, although they make decent fighters and can use ice and earth magic without too many difficulties. Kenku are an ancient and feared race of bird-people with a legendary propensity for violence. They are experts at all forms of fighting, including the magical arts of combat (conjurations, summonings and, to a lesser extent, necromancy). However, their light avian bodies cannot sustain a great deal of injury. Basically humanoid with bird-like heads and clawed feet, the kenku can wear all types of armour except helmets and boots. Despite their lack of wings, powerful kenku can fly and very powerful members of this race can stay in the air permanently. They are good at air and fire elemental magic, but poor at ice and earth magic. Kenku do not appreciate any form of servitude, and so are poor at using invocations. Some species have special abilities which can be accessed by the a abilities menu. Some also have physical characteristics which allow them to make extra attacks using the Unarmed Combat skill. CHARACTER CLASSES In your quest, you play as one of a number of different types of characters. Although each has its own strengths and weaknesses, some are definitely easier than others, at least to begin with. The best classes for a beginner are probably Gladiators, fighters and Berserkers; if you really want to play a magician, try a Conjurer. Each class starts out with a different set of skills and items, but from there you can shape them as you will. Fighters start with a decent weapon, a suit of armour and a shield. They have a good general grounding in the arts of fighting. Priests serve either Zin, the ancient and revered God of Law, or the rather less pleasant Death-God Yredelemnul. Although priests enter the dungeon with a mace (as well as a priestly robe and a few healing potions), this is purely the result of an archaic tradition the reason for which has been lost in the mists of time; Priests are not in any way restricted in their choice of weapon skills. The Thief is one of the trickiest classes to play. Thieves start out with a large variety of useful skills, and need to use all of them to survive. Thieves start with a short sword, some throwing darts, and light armour. The magician is the best at using magic. Magicians start with a dagger, a robe, and a book of spells which should see them through the first several levels. There are various kinds of magicians: The Wizard is a magician who does not specialise in any area of magic. Wizards start with a variety of magical skills and the magic dart spell in memory. The Conjurer specialises in the violent and destructive magic of conjuration spells. Like the Wizard, the Conjurer starts with the magic dart spell. The Enchanter specialises in the more subtle area of enchantment magic. Although not as directly powerful as conjurations, high-level enchantments offer a wide range of very handy effects. As there are no useful enchantment spells of the first level, the Enchanter begins with a random attack spell and has a magic wand to help survive until he or she can start learning to use the craft properly, and is equipped with lightly enchanted weapons and armour. The Summoner specialises in calling creatures from this and other worlds to give assistance. Although they can at first summon only very wimpy creatures, the more advanced summoning spells allow summoners to call on such powers as elementals and demons. The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of risk or harm to the caster. Elementalists are magicians who specialise in one of the four types of elemental magic. Venom mages specialise in poison magic, which is extremely useful in the shallower levels of the dungeon where few creatures are immune to it. Poison magic is especially effective when used against insects. Transmuters specialise in transmigrations, and can cause strange changes in themselves and others. Warpers specialise in translocations, and are experts in travelling long distances and positioning themselves precisely. The Paladin is a servant of the Shining One, and has many of the abilities of the Fighter and the Priest. He or she enters the dungeon with a sword, a shield, a robe, and a healing potion. The Gladiator is well trained in the art of fighting but is not so good at other things. In fact, Gladiators are pretty terrible at anything except bashing monsters with heavy things. They start with a nasty weapon, a small shield, and armour. The Berserker is a hardy warrior who fights well with many weapons. Berserkers worship Trog the Wrathful, from whom they get the power to go berserk (as well as a number of other powers should they prove worthy) but who forbids the use of spell magic. They enter the dungeon with an axe, some spears, and a set of leather armour. The Ranger is a fighter who specialises in missile weapons. A Ranger starts with a bow and some arrows, as well as a hunting knife and a set of leathers. An Assassin is a thief who is especially good at killing. Assassins are like thieves in most respects, but begin more skilled at hand combat. The Crusader is a decent fighter who also has some aptitude in the magical arts. Crusaders start out with a book of martial spells. The Death Knight is a fighter who aligns him or herself with the powers of death. There are two types of Death Knights: those who worship and draw their abilities from the Demon-God Yredelemnul, and those who study the fearsome arts of necromancy. The Chaos knight is a fighter who chooses to serve one of the fearsome and unpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb. Xom is a very unpredictable (and possibly psychotic) creature who rewards or punishes according to whim. Makhleb the Destroyer is a more purposeful God, who appreciates destruction and offers a variety of very violent powers to the faithful. The Healer is a priest of Elyvilon. Healers begin with minor healing powers, but can gain far greater abilities in the long run. The Reaver is a warrior who has some aptitude with the magic of destruction. The stalker is an assassin who has some aptitude in the use of poison magic. The Monk is a type of fighter specialising in unarmed combat. Monks start with very little equipment, but can survive without the weighty weapons and spellbooks needed by other classes. EXPERIENCE When you kill monsters, you gain experience points (xp) (you also receive one half experience for monsters killed by friendly creatures). When you get enough xp, you gain an experience level, making your character more powerful. As they gain levels, characters gain more hit points, magic points, and spell levels. SKILLS Your character has a number of skills which affect his or her ability to perform certain tasks. You can see your characters skills by pressing the m key; the higher the skill level of a skill, the better you are at it. Every time your character gains experience points, those points become available to increase skills. You convert experience points into skill levels by practising the skill in question (eg fight with a certain type of weapon, cast a certain type of spell, or walk around wearing light armour to practise stealth). The amount of unassigned experience points is shown on the skills screen, and the number in blue next to each skill counts down from 9 to 0 as you get closer to increasing that skill. You can elect not to practise a particular skill by selecting it in the skill screen (making it turn dark grey). This means that you will be less likely to increase that skill when you practise it (and will also not spend as many experience points on it). The race you have chosen for your character has a significant effect on your rate of advancement in each skill. Some races are very good at some skills and poor at others. If your characters race is good at a skill, they will require less experience and take less time to advance in it; being bad at a skill has the opposite result. There are a few different types of skills: Fighting skills Fighting is the basic skill used in hand-to-hand combat, and applies no matter which weapon your character is wielding (if any). It is also the skill which determines the number of hit points your character gets as they increase in level (note that this is calculated so that you dont get a long run advantage by starting out with a high fighting skill). In addition, there are a number of weapon skills which affect your ability to fight with specific weapons. If you are already good at a weapon, say a long sword, and you practise for a while with similar weapon such as a short sword, your practise will be speeded up (and will require less experience) until both skills are equal. Similar types of weapons include: - All sword skills
- Maces & flails and Axes
- Polearms and Axes
- Staves and Polearms
Being good at a specific weapon improves the speed with which you can use it by about 10% every two skill levels. Although lighter weapons are easier to use initially, as they strike quickly and accurately, heavier weapons increase in damage potential very quickly as you improve your skill with them. Unarmed Combat is a special fighting skill. It allows your character to make a powerful attack when unarmed and also to make special secondary attacks (and increases the power of those attacks for characters who get them anyway). You can practise Unarmed Combat by attacking empty-handed, and it is also exercised when you make a secondary attack (a kick, punch etc). Unarmed combat is particularly difficult to use in combination with heavy armour, and characters wearing a shield or wielding a two-handed weapon other than a staff lose the powerful punch attack. Throwing skills Throwing is the basic skill used when throwing things, and there are a number of individual weapon skills for missile weapons as well. Magic skills Spellcasting is the basic skill for magic use, and affects your reserves of magical energy in the same way that Fighting affects your hit points. Every time you increase your spellcasting skill you gain some magic points and spell levels. Spellcasting is a very difficult skill to learn, and requires a large amount of practice and experience. Only those characters with at least one magic skill at level one or above can learn magical spells. If your character has no magic skills, he or she can learn the basic principles of the hermetic arts by reading and reciting the spells inscribed on magical scrolls (this stops being useful once you reach level one in Spellcasting). There are also individual skills for each different type of magic; the higher the skill, the more powerful the spell. Multidisciplinary spells use an average of the two or three skills. Elemental magic is a special case here. When you practise an elemental magic skill (fire, ice, air or earth magic) you will improve much less quickly than normal if you already have one or more elemental magic skills higher than the one you are practising. This is especially true if those skills are opposed to the one youre practising: fire and ice are mutually opposed, as are earth and air. Say you have level 2 fire magic, level 4 ice magic, and level 1 air magic. Practising ice magic wont be a problem. Practising air magic will be a bit slow, as you have other elemental skills at higher levels. Practising fire magic will be very slow, as you have a higher level in ice magic. Right? Miscellaneous This includes a variety of skills: Armour: Having a high armour skill means that you are used to wearing heavy armour, so you gain more AC from it and lose less evasion while wearing it. Dodging: When you are wearing light armour, a high dodging skill increases your evasion score. Stealth: Helps you avoid being noticed. Try not to wear heavy armour (or be encumbered) if you want to be stealthy. Stabbing: Lets you make a very powerful first strike against a sleeping/resting monster who hasnt noticed you yet. This is most effective with a dagger, slightly less effective with a short sword, and less useful (although by no means of negligible effect) with any other weapon. Shields: affects the amount of protection you gain by using a shield. Traps & doors: affects your ability to notice hidden traps and doors and to disarm traps when you find them. With this skill at a high level you will often find hidden things without actively looking for them. Invocations: an easy-to-learn skill which affects your ability to call on your God for aid. Those skilled at invoking have reduced fail rates and produce more powerful effects. The Invocations skill affects your supply of magic in a similar way to the Spellcasting skill and to a greater extent, but the two are not cumulative - whichever gives the greater increase is used. Some Gods (such as Trog) do not require followers to learn this skill. If your character does not have a particular skill, they can gain it by practising as above. ABILITIES Your character is further defined by his or her abilities, which initially vary according to class and species. Strength affects the amount of damage you do in combat, as well as how much stuff you can carry. Intelligence affects how well you can cast spells as well as your ability to use some magical items. Dexterity affects your accuracy in combat, your general effectiveness with missile weapons, and your ability to dodge attacks aimed at you. Although your dexterity does not affect your evasion score (Ev) directly, any calculation involving your Ev score also takes account of your dexterity. AC: This stands for Armour Class. When you something injures you, your AC reduces the amount of damage you suffer. The number next to your AC is a measure of how good your shield (if any) is at blocking attacks. EV: This is your evasion score. It helps you to avoid being hit by unpleasant things. Gold: This is how much money youre carrying. Money adds to your final score, and can be used to purchase items in shops. Magic Resistance affects your ability to resist the effects of enchantments and similar magic directed at you. Although your magic resistance increases with your level to an extent determined by your characters race, the creatures you will meet deeper in the dungeon are better at casting spells and are more likely to be able to affect you. MR is an internal variable, so you cant see what yours is. Sometimes characters will be able to use special abilities, for example the Nagas ability to spit poison or the magical power to turn invisible granted by a ring. These are accessed through the a command. RELIGION There are a number of Gods, Demons and other assorted Powers who will accept your characters worship, and sometimes give out favours in exchange. You can use the ^ command to check the requirements of whoever it is that you worship, and if you find religion to be an inconvenience you can always renounce your faith (use the a command - but some Gods resent being scorned!). The p command lets you pray to your God. Anything you do while praying, you do in your Gods name - this is how you dedicate your kills or corpse- sacrifices (D command) to your God, for example. Praying also gives you a sense of what your God thinks of you, and can be used to sacrifice things at altars. To use any powers which your God deems you fit for, access the abilities menu with the a command; God-given abilities are listed as invocations. Some classes start out religious; others have to pray at an altar to dedicate themselves to a life of servitude. There are altars scattered all over the dungeon, and your character has heard rumours of a special temple somewhere near the surface. MUTATIONS Although it would doubtless be a nice thing if you could remain genetically pure, there are too many toxic wastes and mutagenic radiations in the Dungeon for that to be possible. If your character is so affected by these that he or she undergoes physiological change, you can use the A command to see how much of a freak theyve become and the a command to activate any mutations which can be controlled. You can also become mutated by overusing certain powerful enchantments, particularly Haste (not the kind you get from being berserk) and Invisibility, as your system absorbs too much magical energy - but you would have to spend almost all of your time hasted or invisible to be affected. However, some powerful items radiate dangerous levels of magical energy. More often than not, the mutations caused by magical radiations express harmfully. Any demonic powers your character may have are listed in red; these are permanent and can never be removed. If one of your powers has been augmented by a mutation, it is displayed in a lighter red colour. EXPLORING THE DUNGEON You can make your character walk around with the numeric keypad (turn numlock off) or the "Rogue" keys (hjklbnyu). If this is too slow, you can make your character walk repeatedly by typing shift and a direction. They will walk in that direction until any of a number of things happen: a hostile monster is visible on the screen, a message is sent to the message window for any reason, you type a key, or you are about to step on anything other than normal floor or an undiscovered trap and it is not your first move of the long walk. Note that this is functionally equivalent to just pressing the direction key several times. If you press shift and 5 on the numeric keypad (or just the number 5 on the keyboard) you rest for 100 turns or until your hit points or magic return to full, whichever is sooner. You can rest for just one turn by pressing ., delete, s, or 5 on the keypad. Whenever you are resting, you are assumed to be observing your surroundings, so you have a chance of detecting any traps or secret doors adjacent to you. The section of the viewing window which is coloured (with the @ representing you at the centre) is what you can see around you. The dark grey around it is the parts of the level which you have visited, but cannot currently see. The various dungeon features, and typing ? when the cursor is over a monster brings up a short description of that monster (these are all rather sketchy; Ill write better descriptions when I have time). You can get a map of the whole level (which shows where youve already been) by typing the X key. This map specially colour-codes stairs and known traps, even if something is on top of them. You can make your way between levels by using staircases, which appear as > (down) and < (up), by pressing the > or < keys. If you ascend an up staircase on level one, you will leave the dungeon forever; if you are carrying the magical Orb of Zot, you win the game by doing this. Occasionally you will find an archway; these lead to special places like shops, magical labyrinths, and Hell. Depending on which type of archway it is, you can enter it by typing < or >. Doors can be opened with the o command and closed with the c command. Pressing control plus a direction also opens doors. If there is no closed door in the indicated space, you will attempt to attack any monster which may be standing there (this is the only way to attack a friendly creature hand-to- hand). If there is no creature there, you will attempt to disarm any trap in the target square. If there is apparently nothing there you will still attack it, just in case theres something invisible lurking around. A variety of dangerous and irritating traps are hidden around the dungeon. Traps look like normal floor until discovered (usually by activating them). A discovered trap can be disarmed with the control-direction commands, although not all traps can be affected in this way. When you are in a shop, you are given a list of the shopkeepers stock from which to choose, and a list of instructions. You can leave the shop and even the level and come back later if you want. Unfortunately the shopkeepers all have an enterprise bargaining agreement with the dungeon teamsters union which prevents them using non-union labour to obtain stock, so you cant sell anything in a shop (but what shopkeeper would trust a scummy adventurer like you, anyway?). You goal is to locate the Orb of Zot, which is held somewhere deep beneath the worlds surface. The Orb is an ancient and incredibly powerful artefact, and the legends promise great things for anyone brave enough to extract it from the fearsome Dungeon. Some believe it will grant immortality or even godhood to the one who carries it into the sunlight; many undead creatures seek it in the hope that it will restore them to life. Good luck! A full list of the commands available to you can be accessed by typing ? (question mark). If you dont like them, they can be changed by the use of: MACROS/KEYMAPS You can change the keys used to perform specific functions by editing the macro.txt file (or creating a new one). The K: line indicates a key, and the A: line assigns another key to that keys function. You can also redefine keys in-game with the key, and save them with the ~ key. (Thanks to Juho Snellman for this patch) ITEMS In the dungeons of Crawl there are many different kinds of normal and magical artefacts to be found and used. Some of them are useful, some are nasty, and some give you great power, but at a price. Some items are unique; these have interesting properties which can make your life rather bizarre for a while. They all fall into several classes of items, each of which is used in a different way. Here is a general list of what you might find in the course of your adventures: WEAPONS These are rather important. You will find a variety of weapons in the dungeon, ranging from small and quick daggers to huge, cumbersome battleaxes and pole- arms. Each type of weapon does a differing amount of damage, has a different chance of hitting its target, and takes a different amount of time to swing. You should choose your weapons carefully; trying to hit a bat with a greatsword is about as clever as bashing a dragon with a club. For this reason it is wise to have a good mixture of weapon skills. Skills affect damage, accuracy and speed. Weapons can be enchanted; when they are identified, they have values which tell you how much more effective they are than an unenchanted version. The first number is the enchantment to-hit, which affects the weapons accuracy, and the second is its damage enchantment; weapons which are not enchanted are simply +0. Some weapons also have special magical effects which make them very effective in certain situations. Some types of hand weapon (especially daggers, spears and hand axes) are quite effective when thrown. You can wield weapons with the w command, which is a very quick action. If for some reason you want to go bare-handed, type w followed by a hyphen (-). Note that weapons are not the only class of item which you can wield. The key is a shortcut which automatically wields item a. If item a is being wielded, it causes you to wield item b instead, if possible. Try assigning the letter a to your primary weapon, and b to your bow or something else you need to wield only sometimes. Note that this is just a typing shortcut and is not functionally different to wielding these items normally. AMMUNITION If you would rather pick off monsters from a safe distance, you will need ammunition for your sling or bow. Darts are effective when simply thrown; other kinds of ammunition require you to wield an appropriate device to inflict worthwhile damage. Ammunition has only one "plus" value, which affects both accuracy and damage. If you have ammunition suitable for what you are wielding, the f command will choose the first lot in your inventory, or you can use the t command to throw anything. If you are using the right kind of hand weapon, you will "shoot" the ammunition, otherwise you "throw" it. When throwing something, you are asked for a direction. You can either enter one of the directions on your keypad, or type * and move the cursor over your target if they are not in a direct line with you. When the cursor is on them, press . (period) or delete to target them (you can also target an empty space if you want). If you press > instead of ., the missile will stop at that space even if it misses, and if the target space is water, it may hit anything which might be lurking beneath the surface (which would otherwise be missed completely). If you type . (or del) instead of a direction or *, or if you target yourself as described above, you throw whatever it is at yourself (this can be useful when zapping some wands; see later). Also, if you type p instead of a direction or *, you will target your previous target (if still possible). ARMOUR This is also rather important. When worn, most armour improves your Armour Class, which decreases the amount of damage you take when something injures you. Unfortunately the heavier types of armour also hamper your movement, making it easier for monsters to hit you (ie reducing your evasion score) and making it harder for you to hit monsters. These effect can be mitigated by a high Armour skill. Wearing heavy armour also increases your chances of miscasting spells, an effect which is not reduced by your Armour skill. A Shield normally affects neither your AC or your evasion, but it lets you block some of the attacks aimed at you and absorbs some of the damage you would otherwise receive from things like dragon breath and lightning bolts. Wearing a shield (especially a large shield) makes you less effective in hand combat. Some magical armours have special powers. These powers are sometimes automatic, affecting you whenever you wear the armour, and sometimes must be activated with the a command. You can wear armour with the W command, and take it off with the T command. FOOD This is extremely important. You can find many different kinds of food in the dungeon. If you dont eat when you get hungry, you will eventually die of starvation. Fighting, carrying heavy loads, casting spells, and using some magical items will make you hungry. When you are starving you fight less effectively as well. You can eat food with the e command. MAGICAL SCROLLS Scrolls have many different magical spells enscribed on them, some good and some bad. One of the most useful scrolls is the scroll of identify, which will tell you the function of any item you have in your inventory; save these up for the more powerful and inscrutable magic items, like rings. You can read scrolls (and by doing so invoke their magic) with the r command. MAGICAL POTIONS While scrolls tend to affect your equipment or your environment, most potions affect your character in some way. The most common type is the simple healing potion, which restores some hit points, but there are many other varieties of potions to be found. Try to avoid drinking poisonous potions! Potions can be quaffed (drunk) with the q command. WANDS Sometimes you will be lucky enough to find a stick which contains stored magical energies. Wands each have a certain amount of charges, and a wand will cease to function when its charges run out. You must identify a wand to find out how many uses it has left. Wands are aimed in the same way as missile weapons, and you can invoke the power of a wand by zapping it. RINGS Magical rings are among the most useful of the items you will find in the dungeon, but can also be some of the most hazardous. They transfer various magical abilities onto their wearer, but powerful rings like rings of regeneration or invisibility make you hunger very quickly when activated. You can put on rings with the P command, and remove them by typing R. You can wear up to two rings simultaneously, one on each hand; which hand you put a ring on is immaterial to its function. Some rings function automatically, while others require activation (the a command). Amulets are similar to rings, but have a different range of effects (which tend to be more subtle). Amulets are worn around the neck, and you can wear only one at a time. STAVES There are a number of types of magical staves. Some enhance your general spellcasting ability, while some greatly increase the power of a certain class of spells (and possibly reduce your effectiveness with others). Some are spell staves, and hold spells which you can cast without having to memorise them first, and also without consuming food. You must wield a staff like a weapon in order to gain from its power, and magical staves are as effective as +0 quarterstaves in combat. Spell staves can be Invoked with the I command while you are wielding them. BOOKS Books contain magical spells which your character may be able to learn. You can read a book with the r command, which lets you access a description of each spell, or memorise spells from it with the M command. Some books have other special effects, and some powerful spellbooks have been known to punish the attentions of incompetent magicians. CARRION If you manage to kill a monster delicately enough to avoid scattering bits of it around the room, it may leave a corpse behind for you to play with. Despite the fact that corpses are represented by the same % sign as food, you cant eat them without first cutting them into pieces with the D command, and being extremely hungry helps as well. Even then, you should choose your homemade food with great care. MISCELLANEOUS These are items which dont fall into any other category. You can use many of them by wielding and Invoking them. You can also use some other special items (such as some weapons) by invoking them in this way. You pick items up with the , (comma) command and drop them with the drop command. When you are given a prompt like "drop which item?" or "pick up <x>?", if you type a number before either the letter of the item, or y or Typing i gives you an inventory of what you are carrying. When you are given a prompt like "Throw [or wield, wear, etc] which item?", you can type the letter of the item, or you can type ? or * to get an inventory list. ? lists all appropriate items, while * lists all items, appropriate or not. When the inventory screen is showing "-more-", to show you that there is another page of items, you can type the letter of the item you want instead of space or enter. You can use the adjust command (the = key) to change the letters to which your possessions are assigned. This command can be used to change spell letters as well. Some items can be stickycursed, in which case they weld themselves to your body when you use them. Such items usually carry some kind of disadvantage: a weapon or armour may be damaged or negatively enchanted, while rings can have all manner of unpleasant effects on you. If you are lucky, you might find magic which can rid you of cursed items. Items like scrolls, potions and some other types each have a characteristic, like a label or a colour, which will let you tell them apart on the basis of their function. However, these characteristics change between each game, so while in one game every potion of healing may be yellow, in another game they might all be purple and bubbly. Once you have discovered the function of such an item, you will remember it for the rest of the current game. You can access your item discoveries with the ' key. A very useful command is the V key, which gives you a description of what an item does. This is particularly useful when comparing different types of weapons, but dont expect too much information from examining unidentified items. SPELLCASTING Magical spells are a very important part of surviving in the dungeon. Every character class can make use of magical spells, although those who enter the dungeon without magical skills must practise by reading scrolls before they can attempt spellcasting. Spells are stored in books, which you will occasionally find in the dungeon. Each spell has a Level, which denotes the amount of skill required to use it as well as indicating how powerful it may be. You can only memorise a certain number of levels of spells; type M to find out how many. When you gain experience levels, you can memorise more, and you will need to save up for several levels to memorise the more powerful spells. When you cast a spell, you temporarily expend some of your magical energy as well as becoming hungrier (although more powerful spellcasters hunger less quickly from using magic). High level spells are difficult to cast, and you may miscast them every once in a while (resulting in a waste of magic and possibly dangerous side- effects). Your chance of failing to cast a spell properly depends on your your skills, your intelligence, the level of the spell and whether you are wearing heavy armour. Failing to cast a spell exercises your spell skills, but not by as much as casting it successfully. Many of the more powerful spells carry disadvantages or risks; you should read the spell description (obtained by reading the spellbook in which you found the spell) before casting anything. Some spells are directional, and require you to enter a direction in the same way as you would when shooting a missile or zapping a wand. Some spells require the proper materials to be present before they will work; for example, to animate a skeleton with the necromantic spell, you must stand on a space where a skeleton is on the top of the stack of items. Be careful of magic-using enemies! Some of them can use magic just as well as you, if not better, and often use it intelligently. MONSTERS
Some monsters can be friendly; friendly monsters will follow you around and fight on your behalf (you gain 1/2 the normal experience points for any kills they make). You can command your allies using the ! key, which lets you either shout to attract them or tell them who to attack.
CRAWL_NAME Default name for your character. CRAWL_PIZZA Your favourite pizza topping. CRAWL_DIR The directory where your macros and character dumps are stored. CRAWL_RC A pointer to the file containing your default settings.
/usr/lib/games/crawl/bone* The bones files. /usr/lib/games/crawl/score The high score list. $CRAWL_DIR/macro.txt The macro resource file. $CRAWL_DIR/morgue.txt A character dump of your last death. $CRAWL_RC, $CRAWL_DIR/init.txt, $HOME/.crawlrc Default settings.
Avoid the labyrinth... you may not be able to get out.
Copyright 1997, 1998, 1999 Linley Henzell
|02 April 2001
Visit the GSP FreeBSD Man Page Interface.
Output converted with manServer 1.07.


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American Physical Society Sites|APS|Journals|PhysicsCentral|Physics
- American Physical Society Sites
- Publications
- Meetings & Events
- Programs
- Membership
- Policy & Advocacy
- Careers In Physics
- Newsroom
- About APS
- Become a Member
The American Physical Society is a volunteer-driven organization. Since 1899, physicists have contributed their time and resources to running the APS in cooperation with a minimal full-time staff. Volunteers are the backbone of the Society. They form the character and direct the Society's progress and development. The purpose of this Guide is to provide useful information to the many volunteers who serve on APS committees. All APS committees operate on a calendar year basis and committee terms run from January 1 through December 31. Any questions not covered in this Guide can be addressed to the committee chair, senior staff liaison, or the committee administrator.Submit a Nomination


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State powers
To the editor: Concerning your article �Holder: Stand-your-ground laws can sow dangerous conflict,� Eric Holder needs to review/apply the Constitution to his job.
To the editor: Concerning your article �Holder: Stand-your-ground laws can sow dangerous conflict,� Eric Holder needs to review/apply the Constitution to his job.
This is not his first time to openly disregard our Constitution. One instance included President Barack Obama. They stood before cameras and Obama said they consider the Defense of Marriage Act unconstitutional, and he instructed the attorney general not to enforce DOMA.
Article 2, Section 1 contains the oath of office which says to �preserve, protect and defend the Constitution.� Article 2, Section 3 says, �Take care that the laws be faithfully executed.� Article 1 addresses the legislative branch. Article 3 addresses the judicial branch.
Amendment 10 says that �powers not delegated to the United States by the Constitution, nor prohibited by it to the States, are reserved to the States � .�
Stand-your-ground laws are state laws. The executive branch has no constitutional authority concerning them.
The executive branch has �constitutional authority and responsibility� concerning federal law enforcement as stated in the Constitution. Failure to do so is addressed in Articles 1, 2 and 3. Article 6 also states who is bound by oath to uphold our Constitution.
Jimmie Shipman
To the editor: Why is it that political activists like to apply the terms �denier� and �in denial� to people who do not adhere to their version of �political correctness?� Susan Hanley Lane (Aug. 5 column) very indirectly accuses anyone who did not share her �national whiplash� over the outcome of the George Zimmerman trial as being in denial.
Our system of justice was designed, quite appropriately, to try to remove, or hopefully minimize, the possibility that popular and political thinking would influence the verdict in a case with very limited and specific circumstances. I am personally unable to agree or disagree with the verdict. I am limited to �accepting� the jury�s verdict precisely because I did not have either the opportunity or the weighty responsibility of evaluating the arguments and then making a decision.
Ms. Lane seems to be willing to condemn Zimmerman on the basis of 300 years of root causes rather than the specifics of the single situation.
I find it ironic that the people who profess a belief in logical debate and rhetoric are the ones using the tactics of political shaming and coercion. Ms. Lane is correct when she writes that �(we) humans are capable of the most amazing duplicity.�
Tom Dickey
To the editor: State Sen. Tom Apodaca is proud of his leadership in the sweeping changes to state government. Jesse Helms would also be delighted. Republican leadership has taken North Carolina back to the Deep South �50s.
As many reports and studies demonstrate, there has been next to zero voter fraud in the state. The changes to voter registration and times are clearly an effort to restrict voting to favor Republicans.
The regressive legislation affecting women, education and even commerce makes Deep South states like Mississippi and Alabama look enlightened. It is past time to return North Carolina on path forward, not into the past, with new leadership.
Dian Magie
To the editor: This is simple. The only reason to not require an ID is to facilitate voter fraud! It�s been done on a regular basis � bus them from polling place to polling place. Or end up with dead people voting. Madison County come to mind? An ID will make voter fraud more difficult.
I�m supporting the governor on this. I�m also supporting the governor on immigration. There is a legal way for foreign workers to work here. They need to obey the law, and people who hire them need to obey the law also.
Edward L. Ingle
Mills River


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Reviewed By Charles S (Huntington Station, NY) Reviewed for a 2015 Ford Flex —11/10/2015 9:12 AM
After doing quite a bit of research we settled on the Yakima roof rack. Auto Anything Representative was super helpful in assisting us in our choice and it was shipped promptly. Installation was smooth and fairly quick. We took our first road trip and attached our cargo box...15 hours each way and all went well. The rack was everything we needed and faired well during our trip.


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Asphalt & Rubber spent the last week waking up at 2am everyday to muster up to the staging grounds for the 89th annual Pikes Peak International Hill Climb, and upon arriving at the second oldest running race in the United States (the Indy 500 being the oldest), we were surprised to see our old friend Carlin Dunne, owner of Ducati Santa Barbara, pitting in the motorcycle paddock with a Ducati Multistrada 1200 race bike.
Now, we've always known that Carlin was a wicked fast rider, as this humbled author recalls that at his last track day with Dunne just a year ago, the 28-year-old dirt and street racer lapped him about every third lap at Big Willow. Despite this fact, the hard part has always been describing to other people how fast Dunne truly is, that is until now.
Riding Pikes Peak for the very first time, Carlin Dunne not only stood at the pole position on Sunday's race to the clouds, and not only did the Santa Barbara native also win the checkered flag in the 1205cc motorcycle class, but the Desmo Devil himself dropped some two-wheeled knowledge on Pikes Peak when he set the outright fastest time ever for a motorcycle on the fabled mountain road and its 156 turns.


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On Tuesday, a large emphasis was placed on converting inside the Red Zone. Today, one of the team drills focused on covering at the goal line, with the ball placed at the 3-yard line.
A couple of the big plays in the drill was a pair of touchdown passes, one from junior quarterback Bo Wallace to junior wide receiver Donte Moncrief, another from senior quarterback Barry Brunetti to redshirt freshman tight end Matt Brown. On the other side of the ball, redshirt freshman defensive end John Youngblood dropped into coverage and intercepted Brunetti.
Another part of this drill was the shift from a base 4-2-5 defense with the Huskie position, to a base 4-3 defense with the Wolf linebacker, where junior Keith Lewis got first-team reps, along with senior Mike Mary at middle linebacker and sophomore Denzel Nkemdiche at Stinger linebacker.
"I see him having a big role on this defense," linebackers coach Tom Allen said of Lewis. "Keith is one of those guys who from a size-speed ratio has the best combination of that and does an excellent job. I want to see him be a big third-down linebacker for us and be on all our money packages in situations like third-and-long.
"I believe he's a very good inside linebacker and can play in all our packages. He's going to be a guy whose role I see expanding and be able to make plays for us on Saturday."
A freshman All-American last season, Nkemdiche started all 12 games at Stinger linebacker and led the team with 82 tackles, 13 tackles for loss, four forced fumbles and three interception. Allen said he looks for Nkemdiche to improve with his leadership, preparation and being the total package.
"Last year, I think he was a guy that just made a lot of plays on Saturday, and he did that consistently, but I would like to see him be the guy that leads our defense, on and off the field," Allen said. "His energy and effort is never in question, but just making he eliminates mistakes. Leadership is part of that. And off the field, being a guy who we look to as a model of doing the little things right every single day."
In the base defense with Huskie position, Lewis slides to middle linebacker on the second team, and junior Serderius Bryant has gotten second-team reps at Stinger linebacker. Allen said Bryant has probably made the biggest jump from last season to this season.
"I think his knowledge has really improved," Allen said. "And he's one of the guys who changed his body and committed to the program, in the way he takes care of himself, and it's showing on the field. He's a step quicker. He's always been talented athletically, but with his knowledge of what he's doing now, as well as being physically better, it's showing up on tape."
Senior D.T. Shackelford has missed the last two seasons due to knee injuries. He returned in the spring and has mostly worked with the second-team and third-team defense in fall practice but got some first-team reps today. For Shackelford, Allen, said it's more mental than physical, specifically reacting split-second on the field and confidence in his knee.
"We met last night at length, and he feels good," Allen said. "He feels like that his knee is strong, and when you watch him moving around, you can tell he's better than we was in the spring. But it's a process with him, and we're trying to bring him along."
Early Look At Special Teams
Through six practices, all four special-team units -- punt, kickoff, punt return and kickoff return --have gotten work. Senior punter Tyler Campbell and senior kicker Andrew Ritter both redshirted last season, and Allen is pleased with their performance in fall practice.
"Right now, we're in the beginning stages of the process of putting in all of them schematically," Allen said of special teams. "I'm please with our kickers. Tyler is a guy who's very talented, and Andrew Ritter is doing a really god job for us.
"We have a lot of guys back from last year that played as freshmen and sophomores. So we're getting them ready, the depth chart set with coordination with our travel squad is the challenge right now. I feel like we're making progress and we're trying to work on it every practice and getting better."
In kickoff coverage drills, from left to right, not including kickoff specialist Ritter, the first-team unit consisted of freshman running Kailo Moore, sophomore cornerback Quintavius Burdette, junior linebacker Serderius Bryant, sophomore linebacker Denzel Nkemdiche, junior Keith Lewis, freshman Huskie Tony Connor, redshirt freshman Temario Strong, sophomore safety Chief Brown, sophomore wide receiver Cody Core and sophomore Mike Hilton.
On Tuesday, senior running back Jeff Scott, senior wide receiver Korvic Neat and sophomore safety Trae Elston all got reps as the deep men in punt return drills, and Allen said, right now, Scott is their starting punt returner for sure. The competition at kickoff returner is more wide open.
"Jaylen Walton is very talented and he's gotten himself physically bigger and stronger," Allen said. "I'm excited about I'Tavius Mathers and what he can do. And Kailo Moore, he's a threat back there. There are going to be a few other guys competing for that spot, but we got some speed back there that give us a chance to get a good return."
Senior offensive tackle Pierce Burton participated in team drills and got first-team reps at right tackle, so freshman Laremy Tunsil got second-team reps at left tackle, with redshirt freshman Robert Conyers at right tackle.
In the team competition, the offense won 13-12, with the offense winning the decisive point by drawing the defense offsides.
Some of the highlights from the team competition: For the offense, freshman quarterback Devante Kincade had a pair of touchdown passes, one to freshman Laquon Treadwell and another to freshman Quincy Adeboyejo. For the defense, junior safety Cody Prewitt and sophomore safety Trae Elston each had an interception.
In that same drill, Kincade got some reps with the first-team offense, including a nice sideline throw to junior wide receiver Donte Moncrief and the touchdown pass to Treadwell.
Freeze, on sophomore safety Trae Elston: Trae is really athletic, really solid. We expect him to have a great year. He kind of got his nose bloodied a little bit last year as a true freshman. He got a lot of experience, so hopefully he has a great year."
Elston, on the cornerback position: "I think our twos and threes are doing very well. It will be better when Charles and Senquez come back, so we're just trying to get better.
Elston, on freshman safety Derrick Jones and freshman cornerback Bobby Hill: "The freshmen are looking very good, very quick and fast, learning very quicly. DJ is a good athlete. Bobby is a physical athlete. They're both very good."
Allen, on the linebacker position: "I think several of them have improved themselves physically, in the way their bodies are shaped, and that excites me. I think the knowledge of what we did in the spring, building off of last season, and having so many guys back, I think we are able to move forward and not take steps backward."


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Grey's Anatomy Return Promo: Bigger. Better. Bolder.Steve Marsi at . Comments
Now on hiatus for the holidays, Grey's Anatomy returns January 10 with "Things We Said Today."
It will be bigger, better, and bolder than ever then, according to ABC's first official promo.
Last night's episode (see TV Fanatic's Grey's Anatomy review) certainly closed out 2012 by giving us a lot to talk about. The winter finale felt like a season finale with some of its pivotal, dramatic turns at the end.
Fortunately, we only have to wait four weeks for the action to resume in Seattle. Will Cristina and Owen make it after all? What will become of Adele's emergency - and Miranda skipping out to help her friend?
Check out the teaser for the show's 2013 return and share your comments with us below:
Steve Marsi is the Managing Editor of TV Fanatic. Follow him on Google+ or email him here.