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Table of Contents
Index: Page
Chapter 1: Judging
Definition: What is a Judge?
To say that the Judge works against the players, since he runs
the bad guys, is at best misleading and at worst, flat wrong.
Rather the Judge works with the players to the enjoyment of
everyone. Judges who act only in an adversarial manner toward
players will soon find themselves with no players.
Describe situations: The Judge is the eyes, ears and other senses
of the players. The Judge tell the players what they see from
the viewpoint of the characters. If a hero walks by a bank in
the middle of a hold-up the Judge might say, You see a brown
sedan in front of the Last National Bank, its engine running.
Looking through the plate glass window into the bank, you see a
pair of men in stocking masks with handguns making an illegal
withdrawal. The bank patrons are lying on the floor. From the
players viewpoint, a third robber just inside the door is not
visible, so the Judge makes no mention of him until the player
character is in a position to sense him (or the third robber
makes himself known by attacking the hero).
Often the decisions of the NPCs are determined by die rolls,
particularly in the case of Popularity FEATs. Work these results
into your portrayals. If an NPC has been Friendly to the players
throughout the adventure, and suddenly gets a bad die roll, that
NPC does not suddenly become Hostile (in most circumstances).
The NPC would like to help, but does not know the information,
cannot give it out, is uninterested, has a pressing engagement or
simply changes the subject.
When role playing NPCs, use the same approach for what they know
as for what the players know. Their information is limited as
well. A low level flunky will probably not know what a master
villain is plotting. No matter what prodding the players bring
to bear, if he doesnt know, he cant tell the players.
(Although feel free to make stuff up, misinformation can be fun.)
One option the Judge has for running NPCs is to use another
player who is not running a character in the adventure to handle
some of the NPC interactions. The Judge tells the player what
information the character knows that the heroes are likely to be
looking for. He then allows everyone to role play the encounter.
This is especially useful when you need to run two NPCs
simultaneously, or if you want to make sure you dont leak
certain information to the heroes.
The other thing about making such ruling is that the Judge should
be fairly conversant in the rules. The Judge does not have to be
an absolute expert in all manner of Powers, but should be
knowledgeable about what they do (especially the Powers the
players are using). Being able to find the rule you are looking
for in the books is more important than remembering the rule
verbatim. The players will quickly become experts on the
characters Powers, and in the case of those running characters
from the Marvel Universe, will acquire examples of their
characters pulling off some incredible Power Stunt or another.
Judging Situations
Judging and Character Generation:
If using one limitation to raise multiple Powers, take the
highest maximum rank and raise it by +5 for each additional Power
being raised to determine a suitable limitation. If a character
had three Powers with a maximum rank of 25, and wishes to use one
limitation to raise all three powers, look for a limitation of 40
or better for a suitable limit.
Ranges: Fighting Agility Strength Endurance
Please remember that Earth based characters should not get out of
the Superhuman A range. While characters more powerful than this
may be fun to design, they tend to disrupt game balance. It is
also very difficult to design opponents for such characters.
Villains with Abilities and Powers higher than Superhuman A could
probably destroy or enslave entire planets if the heroes fail to
stop them.
Powers that such characters have are usually not offensive in
nature and run toward enhancements of normal abilities. Most
athletes have one or two pieces of equipment as their trademarks.
Not all characters will fit into these types, but when designing
opponents, knowledge of them will help the Judge balance a
Maximum Power
Effect Cost
25 100
26-40 150
41-60 200
61-75 350
76-100 750
101-125 1250
126+ 1250 + 50/point above 125
Any similar bending of the rules that you, as Judge, see fit to
allow should probably have a similar price tag. A more
significant bending of the rules should have a commensurately
bigger price tag.
A possible example is with Power Stunts. I don't see a reason
why a character can't start with an extra power stunt or two if
they're willing to pay the price in hero points. I figure
something in the range of 15 Hero Points (Multiplied by the
Power's Cost Multiplier if that is greater than 1) to start with
a developed Power Stunt isn't too unreasonable if I feel the
Power Stunt makes sense for the character in the first place.
All that said, if what the player wants doesn't make sense to you
as Judge, don't allow it.
checked and Impossible if the Intensity is 6 or more points
higher than the abilities being checked. This is a general rule
which the Judge can bend at his discretion. For an Automatic
FEAT, the Judge might require a FEAT roll if time is of vital
importance to the action being attempted. Some cases (like
Poisons) always require FEATs regardless of the Intensity. At
the Judges option, an Automatic FEAT can be rolled with a
bonus of 1 point for each point below the ability. A 10
Intensity FEAT vs. 30 Ability can be attempted on the 50 column.
A Green result is required for success.
Not much, Spidermans Wall-Crawling rank is high enough to allow him to
ignore it.
In cases where there is too much information missing, go to a
default condition. If the Intensity is unknown and likely
unknowable, require a Yellow FEAT roll for success. Since most
important Intensities are usually determined in advance by the
Judge or the adventure itself, this default condition helps to
speed play. Of course, there is no rule saying you have to tell
the players you are using a default condition - this is merely a
shortcut you can use.
Judging Combat
The greatest amount of judging involves conflict, in particular
with the player characters on one side and the Judge controlled
non-player characters on the other. The basic format for
battling in laid out in Chapter 2 of the Players Handbook, but a
quick summary appears below.
The Judge notes what actions his characters are going to preform
before asking the players what their characters are doing. He
may write these down if he wishes. Writing things down takes
time, but helps keep track of things in long multi-character
battles. The Judge should not change his mind after committing,
even if the Players pull some trick that destroys the villains
plans. The Judge has a large supply of bad guys, challenges and
troubles with which to besiege the heroes, so a little honesty
wont hurt.
Column shifts that affect damage are adjusted by the amount shown
on the Modifiers to Damage chart on page 27.
Column shifts that affect all FEAT rolls affect all FEATs in the
noted round. Damage is not a FEAT roll, so it is not affected,
but most combat FEATs, defensive FEATs and Power Stunts are.
Most Endurance FEATs are not affected. One does not become less resistant
to poison just because it is dark out.
Special Situations in Combat:
The tables also list certain situations where external factors
may affect the combat situation.
Dancing in the Dark: There are two types of darkness - Night and
Dark. A Night situation is a reduction of available light,
though light sources exist (city lights, the moon, stars), while
a Dark situation involves the elimination or total reduction of
light (in a cavern, a windowless building with the lights out, an
overcast night in the country). Night is considered 10 Intensity
for FEAT rolls. Maximum sight range is 200 Meters, so weapons
and Powers may not be fired beyond that range. Firing in
darkness is done with a -5 Penalty, though normal melee combat
can take place.
Heat: High temperatures reduce the fighting effectiveness of
those involved. A temperature above 35 C (95 F) or 15
Intensity, results in a -5 Penalty for all FEATs. Characters may
resist heat for as many turns as their Endurance rank number.
Past that point, make an Endurance FEAT every ten minutes against
the Intensity of the heat. Failing this FEAT requires the
character to rest for 10 rounds or some how cool off. Repeated
(3 or more) failures of this FEAT may result in Heat Stroke
(Judges call). Heat Stroke victims must make an Endurance FEAT
each round or begin to lose Endurance.
The Judge can deal with this issues in three ways. The first is
to ignore it (thats why this is an optional rule), the second
involves granting armor an additional ability called Penetration
Resistance, while the third does this while weakening the impact
resistance of conventional armors.
With the second method, any Body Armor that has a Material
Strength higher than its Power Rank gains Penetration Resistance
equal to its Material Strength. EA and Shooting Damage (but not
other forms of attack) of an Intensity less than
(Continued on page 28)
Intensity Table Teleportation 55 Intensity
Radiation, Corrosive,
Ancient A-bomb Blast 1 Intensity Mild Acid 15 Intensity
Recent A-Bomb Blast 20 Intensity Standard Acid 20 Intensity
Vial of Plutonium 40 Intensity Concentrated Acid 40+ Intensity
Interior of Nuclear Plant Antimony pentafluoride in solution with
50 Intensity Hydrofluoric Acid 55+ Intensity
Ordinary Concrete 0 Intensity Stunning,
Water Covered Surface 15 Intensity House current 20 Intensity
Ordinary Brickwork 0 Intensity Typical protection devices
Soap Covered Surface 20 Intensity 25 Intensity
Ordinary Woodwork 5 Intensity Factory current 30 Intensity
Oil Covered Surface 25 Intensity Lightning bolt 40 Intensity
Glass and Steel 10 Intensity High Tension wires 50 Intensity
Non-Stick Surfaces 40 Intensity Stasis Ray 55 Intensity
Smooth Steel Alloys 15 Intensity
Frictionless Surfaces 125 Intensity Modifiers to Hit
Heat, 35 C / 95 F 15 Intensity
Heat, 50 C / 122 F 20 Intensity
Heat, 65 C / 149 F 25 Intensity
Cold, 0 C / 32 F 15 Intensity
Cold, -20 C / -4 F 20 Intensity
Cold, -40 C / -40 F 25 Intensity
Cold, Interplanetary Space
55 Intensity
Modifiers to Hit (Continued) Target (Partially) Held +5 Bonus
Ambush +5 Bonus
Target size, Talents +5 Bonus/level
< 10 millimeters -15 Penalty Blindsiding +10 Bonus
10-40 millimeters -10 Penalty Luring +10 Bonus
40-160 millimeters -5 Penalty
2.5-5 meters +5 Bonus Grappling with Wrestling Talent
5-7.5 meters +10 Bonus +10 Bonus, 1st Level,
> 7.5 meters +15 Bonus +5 Bonus, 2nd+ Levels
or equal to the Penetration Resistance is treated as Force
Damage. The actual Body Armor Rank still applies to any damage
Bullet proof vests, flak suits, bomb disposal gear, S.H.I.E.L.D issue body
armor and similar items are all considered conventional forms of Body Armor.
Directions are taken from the attackers point of view. Targets
may take additional damage for being knocked into walls and other
obstructions at high velocity, but do not take additional damage
for being knocked through the floor with a Straight Down result.
If the force of the blow is insufficient to knock a character
through the floor, treat a Straight Down result as a Stagger.
Balancing Combat Scenarios:
Use the number of Hero Points spent to create the Heroes as the
base value to use for their opponents. Thus a group built with
2500 Hero Points should have foes totaling close to the same to
fight against. Both sides should have at least one character
capable of doing damage to a given character on the opposing
side. If a group of thugs are fighting a group of armored
heroes, the thugs should have sufficient equipment to allow their
side to damage each of the heroes present. Similarly, a bunch of
Athlete types should not be expected to engage an equal number of
Sentinels, as they probably will not have sufficient Power to
damage a Sentinel, let alone defeat a group of them. Finally,
certain Powers have high price tags, but little combat value.
The Judge should take this into account when balancing scenarios.
Note: Recovery can normally occur for a single character once per
day, regardless of the number of times that character is attacked
and wounded. The character may still Heal normally, but a
character may only Recover from injuries once in a single 24 hour
period, unless they have the Recovery Power.
The Recovery Power may not heal more damage than the character
has lost. Example: A character with 100 Health, 30 Endurance and
the Recovery Power takes 90 points of damage in combat. He
recovers 30 points of Health 10 rounds after the combat ends and
heals 30 more an hour after that. This returns his Health to 70.
Later that same day, he takes 20 points of damage in an
automobile accident, lowering his Health to 50. His Recovery
Power FEAT is successful, so he may use Recovery again. Since he
only lost 20 Health in the accident, he may only regain enough
Health to put his total back to 70. This means he cant have
someone hit him every 10 minutes until he returns to full Health.
Judging Power Stunts
Players are by and large as deviously creative and cunning a
group of people as can be found, and the group that you as the
Judge encounter will likely be better than most. As such
creative and cunning souls, they will come up with as may ways to
use their abilities as possible. Power Stunts open a door to a
wide variety of abilities and duplication of other Powers without
having (or paying for) those Powers. As Judge, you monitor that
door, and the types of Stunts you permit in your campaign will in
part set the tone of your campaign. The kind of campaign you
assemble depends completely on your nature and that of your
The player comes up with a Power Stunt, OKs it with the Judge,
spends the Karma and tries the stunt. The question this is, how
do you as the Judge determine if a Power Stunt is possible?
This decision should be based upon the situation and what the
player is trying to have his hero do. As a general rule, the
effects of a Power Stunt should never be of greater effect than
the Power it is derived from and will usually be 5 to 15 points
lower. The Judge must ask the question, is what the player
asking reasonable?
Take the Power rank number of the ability being used for
the Power Stunt.
Make a FEAT roll for that stunt, privately.
If the result is Black, Gray or White, inform the player
that the hero may not try the stunt. It will not work. The
100 Karma point price tag is refunded to the player.
If the result is Green, inform the player that the hero
may try the stunt, but it will not work and the Judge knows
it. The Power Stunt will not work.
If the result is Yellow, inform the player that the hero
may try the stunt. Conditions exist that make the stunt
possible in this specific instance, but these conditions may
not exist the next time he tries the stunt. (Consider this
a Freak Occurrence.)
If the result is Red, inform the player that the hero may
try the stunt. Determine the result needed as noted in
Power FEATs in the Players Handbook.
Use the above method only when you, the Judge, are stumped or are
willing to give a random chance for the attempted Stunt
happening. If you rely on random die rolls for every possible
Stunt, you will end up with a random number of Power Stunts
working. In general, use commons sense to determine if a Power
Stunt is possible (or even needed), and rely on the random method
as a last resort.
Being farther away lessens the amount of heat the characters have
to deal with. If a fire is of X Intensity and R radius, it will
radiate X-5 heat in a Radius of 2R, X-15 heat in a radius of 3R,
X-30 heat in a Radius of 4R, etc.
A fires Intensity can be reduced by depriving it of air, cooling
its heat, or depriving it of fuel. Normal Fire Extinguishers are
of 15 Intensity against fires adjacent to the user. (This means
they reduce the Intensity of a Fire by 15 points on whatever they
are used on.) Normal Fire Hoses have a 25 Intensity against fire
and a range of 40 meters (Range 10). Other amounts of water have
effects according to the amount of water used. (Thor summons a
55 Intensity storm to douse a fire. It will reduce the Intensity
of the Fire by 55 points. This will probably douse the fire, but
would leave Thor with a 55 Intensity storm on his hands.)
Ice: The effects of extreme cold on Combat are discussed in the
Judging Combat section earlier. This section deals with the
properties of frozen water itself.
Cmon, you would have to physically restrain Spiderman to keep him in bed
for four days. The man just does not know how to relax.
Long-term exposure to radiation.
Exposure to carcinogenic substances.
Exposure to diseases to which the individual was
previously unexposed.
Exposure to alien environments.
A character who fails a FEAT roll must start breathing again the
next round or pass out for 1-10 rounds. (During which normal
breathing will take place if possible.)
Well-known is a relative, not an absolute term. The top speeds for various
aircraft may be well-known to a fighter pilot Contact, but not to a reference
librarian Contact. However, both may eventually come up with the same data.
closet for costume ideas. Getting hold of things your money
cant buy and you dont have time to build.
When creating his own adventures, the Judge can go this Contact
list for ideas and suggestions. Make a FEAT roll on the 85-86
column of the Universal Chart for each Contact noted. If the
Contact has only been called one once, a Red FEAT is needed to
activate the Contact. If the Contact is tapped twice, a Yellow
FEAT will serve, and if the Contact has been used three or more
times, a Green FEAT will do it.
Judges Note: Vehicles
Special Requirements
The table below will show you how many special requirements a
device will require. Check once for any number of applicable
ranks that are 40 or less. Check once for each applicable rank
from 41 to 80, but not more than twice for any given device.
Finally, check once for each applicable rank of 81 or more.
Applicable Rank
Result: 40 41-80 81+
Green or less: No SpecialNo SpecialOne Special
Yellow: No SpecialOne Special Two Specials
Red: One Special Two Specials Three Specials
The Judge may always overrule the die rolls in cases where the
result contradicts common sense. The Judge may also reduce or
eliminate Special Requirements in cases where speed is of the
essence (as in kit bashing).
A unique process to fire the reaction - zero gravity,
solar flares, exposure to cosmic radiation, even magic might
be a requirement. Tell the players what is required and let
them figure out how do deal with it. (Gee guys, to finish
the seals in the spacecraft you need a heat source of at
least 60 Intensity.)
spent in this manner can be applied to the cost of Power Addition
for adding the device to the battlesuit permanently.)
Characters with Psyche in the Superhuman Range or better may attempt a Red
Psyche FEAT to maintain the integrity of their Astral Forms. This is
considered living through sheer force of will.
Mystic Dimensions operate by natural laws that make the dimension
amenable to magical effects and mystic operations. Asgard,
Olympus and the Dark Dimension are all mystic dimensions.
Mystic Dimensions are more amenable to magic use, but mages from
other planes must adapt their own magics to the natural laws of
the place. Hence a mage in a non-native place suffers a -5
Penalty to all FEATs and effects.
Macroverses: These are similar to Microverses, but are reached
by Growth instead of Shrinking.
Time Travel: The precise workings of time travel in the Marvel
Universe have not been fully explained and there are several
theories currently under consideration. It does appear possible
to travel into your own past, future, or into a past or future of
a similar Earth like dimension.
The Judge should feel free to ignore any of the above information
regarding time-travel that he wishes. The exact nature of time
travel has not yet been revealed, and some time travel stories in
the Marvel Universe have violated the known laws. So the Judge
should use his discretion if he decides to run an adventure
involving Time Travel.
What explanations that have been given have frequently been determined later
to be false or misleading. If not both.
same dimension. Most of these dimensional nexi have guardians of
fairly potent abilities.
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Chapter 2: Campaigns
At this point, you should have all the component pieces of the
game - characters, combat, and the Judging ability to know how to
play. Now comes putting all the pieces together into a full
Campaign. In particular, a campaign based in or near the Marvel
What makes the Marvel Universe, and the Earth of the Marvel
Universe, so special?
Second, Marvel Earth is the home of more than the human race. In
addition to Eternals and Deviants, there are the Kree-spawned
Inhumans and the aquatic people of Atlantis and Lemuria.
The comic What If? played with the concept of possible variant
universes where the Avengers never assembled, Spiderman joined
the Fantastic Four early in his career, the Secret Wars never
ended, and various other occurrences with changed outcomes.
Most heroes are grouped in and around New York City, with a few
heroes on the West Coast and in Canada. You do not have to run a
New York style campaign unless you want to. In fact, you can
base your heroes in your home town.
The Marvel Universe Earth is, except for the existence of super
powered heroes and villains, very similar to our own Earth.
There is a New York City in both Earths of similar appearance and
construction. There are also Chicagos, Pittsburghs, Birminghams,
and San Fransiscos in both Earths. If you want to run a campaign
in a familiar area, use the neighborhood you know. The first
Marvel Super Hero Game this designer played in was based in
Philadelphia, Pennsylvania.
Running Adventures
Once you have the world and the players, you need a script for
them to follow: an adventure. An adventure is a set of
preplanned encounters that make up an evenings (or several
evenings) play for the Marvel Super Heroes game system. As
Judge you can set up you own adventures, use ones that have been
published by TSR as adventures, or use a published adventure as
the basis for your own design.
When creating your own adventures, keep in mind that an adventure
is basically a sting of encounters organized around a common
theme. An adventure should have the potential for resolution in
the space of a few gaming session, with a definite resolution.
The problem is the hook that brings the players into the
Encounter, and likely carries the adventure to the next encounter
as well. A problem can be made known to the hero through a
number of means. Heroes can be in the area of disturbance,
either in their secret IDs or in costume and be expected to do
something about the situation. The problem can be an unexplained
mystery that the hero happens upon. The problem can be purely
hero oriented, such as an old foe coming back to get vengeance or
a new one seeking to prove he is the top gun by bouncing a big
name hero off an office building. Finally, the problem can be
created by an invention (see Special Requirements) or by a
Contact with a problem (which may be another mystery).
Running the Bad Guys
The villains of the Marvel Universe are among the most nefarious
and intriguing of those found anywhere. They span from the
mischievous (Batroc), to the sinister (Kingpin), to those who
would remake the world in their image (Doctor Doom, Red Skull,
Apocalypse). Each of these villains has his own way of
perpetrating his crimes and getting what he wants out of life.
The point is, the Marvel Super Villains are as unique and
individualistic as Marvel Super Heroes. Only the most simple of
robots uses nothing but brute force to reach their ends. Doctor
Dooms way of handling a problem is not Doctor Octopuss which is
not Baron Mordos. When running a villain, try to capture the
flavor of that villain. Kingpin makes sure he is not the one
caught red-handed and acts through his agents. Doctor Octopus is
driven by manic rages and his history with Spiderman. When
running a villain, role play that villain, just as you expect the
Players to role play their heroes. Doom may not take a certain
action because he is Doom. For example, he once spared the lives
of the Fantastic Four because a battle might damage his priceless
art collection. Doom may be a world dominating menace, but he
has class. Play him that way.
The Catspaw: The villain has someone else perform his dirty work
for him. This works best for planners with a large organization
like Kingpin, but other villains use catspaws as well. Doctor
Doom has created or modified a number of villains to test and
defeat the Fantastic Four. Often a catspaw is unaware of who is
using who, and this provides a level of mystery as well.
The Deathtrap: Long time readers are well aware that, once the
villain defeats the hero, the villain does not just rub the hero
out, even (or especially) if the hero is a long time foe. The
villain places the hero in a Deathtrap situation. A Deathtrap is
any situation that places the heros life in danger. The villain
gains Karma for putting the hero in a deathtrap, whether the hero
escapes or not.
The Judge may create his own bad guys to deal with the
specialized heroes in his campaign. Villains are generated in
the same fashion as heroes and may be pre-generated or modeled.
Finally, as for generated heroes, fill in the blanks for your bad
guy. Who is this guy anyway? Why does he want to take over the
world/beat up the good guys/make himself rich? Does he have any
pet peeves or phobias? Would he emulate anyone in particular in
his criminal style? How would the hero first encounter him? In
answering these questions, the Judge should be able to make a
villain that the heroes will not soon forget.
For technologically based Powers, the villain may have had a hand
in the design of his equipment, but probably did not build all of
it himself. Normal villains will frequently work for Plotters or
Conquerors in exchange for equipment upgrades. (Justin Hammer
was notorious for doing this for his underlings.)
Ability suggestions:
Villain - Normal
A plotters Powers can come from any source, but tend not to be
offensively oriented. (Which is one of the reasons they let
others do all their fighting.)
Villain - Plotter
Conquerors are those who wish to take over the world (or other
worlds) by any means available. They may truly believe that only
their leadership can save the planet from some horrible fate.
Occasionally, they may even be right. A Conquerors Power will
tend to be technological in nature, but they will use any source
of Power they can find, of whatever nature, to reach their goals.
Villain - Conqueror
Villains and Karma
The Judge should not have to keep track of Karma for every NPC in
his campaign, only for the major bad guys, as they are the ones
who spend it most often. Ordinary criminals will possess the
Karma listed in the stats, as will super-powered villains the
first time they appear (or their actions and plots occur, for
those using catspaws).
Being convicted for a crime they committed, equal to the
amount for successfully carrying out that crime.
The Judge may also allow a villain to earn Karma in some of the
same ways that a hero does. By making and keeping commitments,
especially if the villain has a secret ID, a villain earns Karma
in the same amount as a Hero. A villain rescuing someone he
cares about (a Contact, or relative) earns 20 Karma points, same
as a hero.
A villain may form a special type of Karma Pool with his henchmen
and catspaws that are working for him. In this Karma pool, all
villainous Karma earned by the gang is kept, but only the leader
of the gang (the head villain or mastermind of the operation) may
spend it. Any member may leave the pool, taking his share of
Karma with him, though if the villain immediately disposes of the
traitor, that Karma is retained in the pool. (The villain also
does not lose the 30 Karma he would normally lose for killing
Popularity of 0. A plus result makes the villain more feared,
while a minus indicates damage to a villains reputation.)
These numbers are larger than those for heroes, because villains
get less play in general than player characters. Oddly enough,
the mutant penalty applies to villains as well as heroes. Mutant
villains gain or lose one less point of Popularity than listed
Villains with organizations gain income from those organizations.
Base income is 20 for a group of 10 workers, increase this by 5
points each time that number doubles to a maximum of 100. (At
this point, the villain effectively controls a small country.)
Final Summary for Judges
In summary, there are no fool-proof rules for judging the Marvel
Super Heroes game, or any other role playing game. The best that
can be done is to provide examples, instances and guidance in how
to run combat, special situations, and the campaign in general.
Here are a few guideposts to help you run your campaign.
Give the Players an Even Break: This has been said before and
bears repeating. The Judge has all the cards and most of the
information. He knows where the hidden traps are and how badly
wounded both heroes and villains are. Wiping out heroes
wholesale is a problem, in particular in a Universe with many
powerful villains wandering around. Give the players a way out
of that infallible Deathtrap (Marvel Super Villains are not
infallible, though Judges usually are). Send in the cavalry if
the heroes are being too badly chewed up (but reduce their Karma
if they need Thor dropping by to handle minor problems for them).
Remember that the campaign is only as good as the Judge and
Patience is a Virtue: Let the players come to their own
decisions, correct or not. With many players, there will always
be interplay between the player characters, as to who will lead,
which way to go, or who to attack with what.
This is part of the game and there is no need to rush the players
into your latest deathtrap - they will come along eventually of
their own volition. A Judge who provides the information and
sits back waiting for player response is as effective (if not
more so) as one who rushes the players into one slugfest after
Chapter 3: Supporting Cast
Supporting Cast:
FIG AGI STR END REA INT PSY SPI Health Karma
5 15 25 20 N/a N/a N/a N/a 65 N/a
FIG AGI STR END REA INT PSY SPI Health Karma
10 10 15 20 4 10 5 5 55 24
Notes: Apes describe mans close cousins: the chimp, the
orangutan and gorilla. Gorillas have a Strength of 20 and a
Health of 60. These creatures have human-like hands, and can
manipulate tools.
FIG AGI STR END REA INT PSY SPI Health Karma
2 2 1 2 N/a N/a N/a N/a 7 N/a
Bat, Individual
FIG AGI STR END REA INT PSY SPI Health Karma
0 5 N/a 1 N/a 4 N/a N/a 6 4
Bat, Flock of 10
FIG AGI STR END REA INT PSY SPI Health Karma
15 5 2 15 N/a 4 2 2 37 8
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 25 25 1 5 N/a N/a 75 6
Powers + Abilities: Wrestling Talent, Bear Hug +5 Damage, EA
Damage with Bite and Claw, Land Speed 15.
Notes: Bears include the grizzly, brown bear, black bear and
polar bear. These large carnivores have been known to attack
unwary tourists. The big brown bear of Alaska is the largest
species of bear and has a +5 on all physical abilities and damage
(Health 100). Bears not from North America tend to be smaller
and suffer a -5 penalty to Strength and Endurance (Health 65)
FIG AGI STR END REA INT PSY SPI Health Karma
55 10 60 60 5 5 5 5 265 20
Bird, Individual
FIG AGI STR END REA INT PSY SPI Health Karma
0 5 N/a 2 N/a N/a N/a N/a 7 N/a
Bird, Flock of 10
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 2 10 N/a 5 N/a N/a 37 5
FIG AGI STR END REA INT PSY SPI Health Karma
2 15 0 15 2 10 N/a 5 32 17
Notes: Cats include most ordinary house cats and small wild
cats. They inflict 2 EA damage with their claws, but cannot
score Kill results against human-sized targets.
Powers and Abilities: Size +10 to be hit, Body Armor 20, Horns 55
EA, Combat Tail 60 EA, Land Speed 10
Dinosaur, Velociraptor
FIG AGI STR END REA INT PSY SPI Health Karma
40 20 25 40 N/a 5 N/a N/a 140 5
Powers and Abilities: Bite 25 EA, Arm Claws 20 EA, Foot Claws 35
EA, Land Speed 17
Notes: These four dinosaurs are the flashiest of the large
lizards that once dominated the Earth. They exist in the Savage
Land and some are rumored to exist in remote regions of Africa.
Giant Plant-Eaters are represented by the brontosaurus and travel
in herds like cattle. (They stampede like cattle as well, but do
a LOT more damage.) Giant Flesh Eaters include the allosaurus
and the tyrannosaurus rex. Giant Armored Dinosaurs include the
stegosaurus and triceratops. Ankylosaurs do BA damage with their
club-like tails. Velociraptors are smaller dinosaurs, but no
less dangerous if they attack with their powerful foot claws. (-
5 to Hit, unless the target is Held or Partially Held.)
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 10 15 2 10 N/a N/a 50 12
Notes: These stats are for the larger breeds of dogs, smaller
dogs will have lesser physical stats.
FIG AGI STR END REA INT PSY SPI Health Karma
10 20 10 10 10 15 10 15 50 50
FIG AGI STR END REA INT PSY SPI Health Karma
15 15 3 20 N/a 10 N/a 5 53 15
FIG AGI STR END REA INT PSY SPI Health Karma
15 15 43 55 2 5 N/a N/a 178 7
Powers + Abilities: Trunk 26 Grappling and Grabbing, Size +5 to
be hit.
FIG AGI STR END REA INT PSY SPI Health Karma
N/a 3 N/a 1 N/a N/a N/a N/a 4 N/a
Note: This is a catch all for all small sea life not covered
elsewhere. These creatures will rather flee than fight.
FIG AGI STR END REA INT PSY SPI Health Karma
10 15 26 26 3 10 5 5 78 23
Insect, Swarm
FIG AGI STR END REA INT PSY SPI Health Karma
20 0 0 20 N/a N/a N/a N/a 40 N/a
FIG AGI STR END REA INT PSY SPI Health Karma
20 15 15 20 3 11 N/a N/a 70 14
Notes: Lions include all the big cats - tigers, pumas and
leopards. They are, in their natural state, predators that avoid
man, though there are man-killer versions of each (+5 to
physical abilities, Health 90). The big cats may be trained to
hunt, attack and protect by someone with appropriate skills, such
as Kraven the Hunter.
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 5 15 3 10 5 5 45 23
Notes: Monkeys, for game purposes, include all small primates not
covered under the Ape category. Monkeys are not as strong as
apes and cannot make Slam results against human sized targets.
Monkeys can manipulate objects and be trained in relatively
complex tasks.
Octopus or Squid, Giant Economy Size
FIG AGI STR END REA INT PSY SPI Health Karma
40 40 30 50 3 11 5 5 200 24
Rat, Individual
FIG AGI STR END REA INT PSY SPI Health Karma
2 2 0 2 N/a N/a N/a N/a 6 N/a
Rat, Pack of 10
FIG AGI STR END REA INT PSY SPI Health Karma
20 10 2 20 N/a N/a N/a N/a 52 N/a
Notes: Rats and other rodents and vermin are found in sewers
beneath every major city. An individual rat cannot score Kill or
Stun results, but packs of rats can score Kill and Stun results
from multiple attacks. Rats are not normally bold, but will
attack when externally controlled.
Snake, Constrictor
FIG AGI STR END REA INT PSY SPI Health Karma
10 10 20 20 N/a N/a N/a N/a 60 N/a
Snake, Poisonous
FIG AGI STR END REA INT PSY SPI Health Karma
15 5 0 5 N/a N/a N/a N/a 25 N/a
Powers + Abilities: Poison, Intensity 5 to 25 depending on
Whale, Great
FIG AGI STR END REA INT PSY SPI Health Karma
15 5 60 60 10 15 10 10 220 45
Notes: Great whales include the Blue Whale, Sperm Whale and other
whales in excess of 18 meters long. They are powerful, but
usually not very hostile. Whales have been hunted nearly to
Whale, Killer
FIG AGI STR END REA INT PSY SPI Health Karma
26 10 43 58 5 15 10 5 209 35
FIG AGI STR END REA INT PSY SPI Health Karma
25 15 51 45 15 15 20 20 156 70
Known Powers: Body Armor 10 (Energy Uprated), Long Life 50
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 31 26 10 10 10 10 83 40
Atlanteans scavenge lost technology and magic from the sea floor
and as such have access to lost treasures from Atlantis and
Deviant technology, but most are not inventors in their own
Mindless Ones
FIG AGI STR END REA INT PSY SPI Health Karma
26 5 15 20 N/a N/a N/a N/a 66 N/a
The Dark Dimension is inherently magical in nature, such that
magical Powers receive a +5 Bonus to effects when operating
within it. Dimensional apertures may be opened from the Dark
Dimension to any other known dimension. The normal citizens of
the dimension have no inherent magical ability, but may be easily
trained, as magic is as an available force to them as technology
is to modern day Earth.
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 10 15 10 5 5 5 50 25
Actually, the unfit were placed in suspended animation and kept for
nefarious purposes.
FIG AGI STR END REA INT PSY SPI Health Karma
15 20 46 55 20 26 26 20 196 92
More than 100 Eternals can form the Uni-Mind, an energy creation
that resembles a huge brain with FASERIPS abilities of 125 each
and all standard Eternal Powers (except Teleportation) at a 125
Power Rank. This creation is used as a parliamentary device to
gather a consensus for Eternal affairs. The Uni-Mind also has
offensive Powers, but when it challenged the Celestials, it was
destroyed and the controlling force, Zuras, was slain. Less than
100 Eternals can create a Uni-Mind (the minimum required seems to
be 12), but this Uni-Mind will be of considerably less Power.
FIG AGI STR END REA INT PSY SPI Health Karma
15 20 20 26 15 15 15 10 82 55
Inhumans are a divergent human race created by the Kree on the
model of the Eternals. While generally superior to mainstream
humanity, the discovery of Terrigen mist and exposure of the
Inhuman populace to that chemical accounts for their widespread
differences in abilities.
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 20 20 15 15 10 10 65 50
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 20 26 10 10 15 15 72 50
Known Powers: Water Breathing, Swimming 30 (Speed 15), Resist
Cold 20
New Men
FIG AGI STR END REA INT PSY SPI Health Karma
* * * * 15 15 15 5 Varies 50
FIG AGI STR END REA INT PSY SPI Health Karma
15 20 51 55 10 10 26 26 201 72
The Olympians are the superhuman residents of the pocket
dimension of Olympia. Like the Asgardians, who were also
worshipped as deities by early civilizations, their blood and
bone is about three times as dense as that of a human. Unlike
Asgardians, the Olympians are true immortals and as such are very
difficult to slay.
FIG AGI STR END REA INT PSY SPI Health Karma
15 15 26 15 15 15 15 10 71 55
The Shiar are highly advanced, with warp drive ships and
Stargates that allow them instant transport between galaxies.
Their interest in Earth is primarily based on its location near
natural Stargate and hyperspatial nexus points. In the past,
they have cared as much for Earths inhabitants as humans care
about apes gathered near a jungle railway station.
The ruler of the empire, whoever that person may be, commands the
Imperial Guard, an group of super powered aliens (Shiar and
others) who keep the peace in the empire.
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 10 10 15 10 10 10 45 45
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 10 10 5 5 5 5 45 20
Talents: None.
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 10 15 6 10 6 6 50 28
Notes: These are the product of the training academy of
Taskmaster, a villain who specializes in training the henchmen
that other villains use in their gangs. This training includes
some sort of weapon or combat skill, and familiarity with the
high-tech equipment (blasters, lasers, exoskeletons) used by
these villains.
Young Tough
FIG AGI STR END REA INT PSY SPI Health Karma
10 15 10 10 5 5 5 5 45 20
Talents: None.
FIG AGI STR END REA INT PSY SPI Health Karma
15 10 15 10 10 10 10 10 50 40
Talents: Intimidation.
Hit Men
FIG AGI STR END REA INT PSY SPI Health Karma
10 15 10 15 10 11 10 10 50 41
Talents: Marksmanship, Guns, possibly others depending on modus
FIG AGI STR END REA INT PSY SPI Health Karma
15 15 10 15 10 10 10 10 55 40
Talents: Law-Enforcement
SWAT Operative
FIG AGI STR END REA INT PSY SPI Health Karma
20 15 15 10 10 11 15 10 60 46
FIG AGI STR END REA INT PSY SPI Health Karma
20 15 10 15 10 10 5 10 60 35
FIG AGI STR END REA INT PSY SPI Health Karma
20 15 15 15 10 11 10 10 55 41
Equipment: As Soldiers.
FIG AGI STR END REA INT PSY SPI Health Karma
10 10 15 20 10 15 10 15 55 50
Equipment: Fire proof clothing, fire hoses, hand axes, gas masks.
FIG AGI STR END REA INT PSY SPI Health Karma
5 10 10 15 15 10 10 10 40 45
Talents: 2 levels of First Aid
FIG AGI STR END REA INT PSY SPI Health Karma
5 15 10 15 15 15 15 15 45 60
Talents: Medicine
FIG AGI STR END REA INT PSY SPI Health Karma
5 10 5 10 20 15 10 10 30 55
Talents: Any one scientific Talent, possibly with Specialization
in a specific sub-field.
Equipment: Varies
Notes: The above stats are for the typical scientist to be found
in a research institution or on a college campus. Specialists
tend to be loners, usually because their theories are so far
beyond the scientific mainstream. These loners may have rejected
the scientific establishment because their pet theories have been
ridiculed. (Many villains get their start in this fashion.)
FIG AGI STR END REA INT PSY SPI Health Karma
5 10 10 10 12 15 10 10 35 47
Talents: Law.
FIG AGI STR END REA INT PSY SPI Health Karma
5 10 10 10 10 10 10 10 35 40
Talents: None.
Notes: Your typical New Yorker. Standard human stats. Good for
crowds or endangered passers-by. Includes politicians,
secretaries, ice-cream vendors and the entire spectrum of normal
everyday people.
Federal Agents
FIG AGI STR END REA INT PSY SPI Health Karma
15 20 15 15 15 15 15 15 65 60
Random Characters
One of the largest changes in these rules was to get rid of what
I considered unnecessary randomness in character creation. I
feel characters are better when designed, instead of being
created by random dice rolls. On the off chance that whoever
reads this does not agree, here are rules for determining random
Each origin uses one of the columns on the Random Ranks Table on
the next page. Roll for each of the eight primary abilities.
Initial Rank Altered Humans Normal Folk High Technology Robots Aliens
Mutants Mages
0 01-05 01-05 01-05 01-05 01-10
53 99-00 96-00
Ability Modifier Table
Roll Modification
01-15 Reduce by 5 points
16-50 No change
51-70 Increase by 5 points
71-85 Increase by 10 points
86-90 Increase by 15 points
91-95 Increase by 20 points
90-00 Increase by 25 points
Starting Resources.
This is because Powers are normally a lot more useful than Talents or
Random Number of Powers, Talents and Contacts Table
01-20 2 2 0
21-60 3 3 1
61-90 4 4 2
91-00 5 6 3
Hi-Tech characters must have at least one Contact, and they must
declare what that Contact is before starting play. This Contact
represents the organization the character works for (or owns).
Aliens may start with no more than one Contact. This is usually
the alien's home race, dimension, or people. Those characters
who do not choose their race as one of their Contacts are
considered outcasts of their race.
Any Power with a base cost of 50 or more Hero Points or a cost
multiplier of 2.0 or higher counts as two powers. (These powers
tend not to be randomly rollable, but a randomly generated
character does not have to have everything rolled randomly.)
If a character rolls the same talent more than once, they have
multiple levels in that talent, if the talent's description
Contacts are never randomly rolled. However, they can have Rank
numbers. This will either indicate the quality of information
and services the contact can provide or the level of Resources
the character can access through that Contact.
Not all Contacts have or need Rank Numbers. Judges should use
their judgment (surprise, surprise) in determining when to use a
Contact's Rank.
Random Equipment:
Many, but not all characters, carry small pieces of gear that are
useful, but that shouldn't really count as Powers. This includes
standard basic weapons like a knife, quarterstaff, gun or even a
bow. (But not the special arrows that Hawkeye carries.) It
could also be things like first aid kits, flashlights,
communication links, homing devices, lock picks, smoke bombs and
other tools of the trade. Basically, things you can buy, instead
of things you must invent.
Battlesuits for randomly generated characters.
The aliens listed on pages 87-97 of this book list stats for
average members of various alien species. If the player wants
his character to be a member of one of these species, use the
base stats listed for the species, then add a total of 6d10, 1
die at a time, to their primary abilities, with a limit of 60 for
any one ability.
[This page intentionally left blank.]
Index: H
Healing, 31, 32
Holding Breath, 41, 42
Ability Modifier Table, 105
Adventures, 60-61
Alter Egos, 11
Ice, 38
Intensity examples, 25, 26
Battlesuits, 109
Body Armor
Judge's Role, 5-9
Add Ons, 49, 50
Judge's Summary, 73
Optional rules 24, 28
Building Things, 47-50
Limitations, 10, 11
Campaigns, 57-60
The Marvel Universe, 57, 58
Marvel Universe, 57
Modeling, 11-13
Weapons, 15, 16
Types, 13, 14
Equipment 14, 15
Powers, 16
Balancing Scenarios, 31
Judging 19-24, 28-30
To Damage, 27
To Feat Rolls, 27
Activated, 45, 46
To Hit, 26, 27
Floating, 44, 45
Information from, 42, 43
Resources from, 43, 44
Nexus of All Realities, 54, 55
Services from, 42
NPC Design, 7, 8
Creative Rulebreaking, 16, 17
Other Dimensions, 50-55
Deathtraps, 63, 64
Alternate Earths, 53
Diseases, 39-41
Astral, 50, 51
Macroverses, 53
Microverses, 52
FEATs 17-19
Mystic, 51, 52
Automatic, 18
Negative Zone, 53
Impossible, 18
Intensities, 25
Fire, 36,37
Poisons, 38,39
Power Stunts, 33-35
Random Characters, 103-109
Alternate Random Aliens, 109
Random Equipment Table, 108
Random Number of Powers,
Talents and Contacts Table,
Random Contact Rank Numbers,
Random Rank Number Table, 104
Random Resources, 105
Radioactivity, 39
Special Requirements, 47-49
Supporting Cast 75-103
Aliens, 97-97
Animals, 75-87
Supporting Players, 97-103
Time Travel, 54
Vacuum 42
Vehicle Compartments, 47
And Karma, 68-71
Escape 70
Mysterious Death, 70, 71
Popularity, 71
Resources, 71, 72
Types, 65-67
Conqueror, 67
Normal, 65, 66
Plotter, 66


text:
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text: The LinkedIn Company Profile: Is your company properly represented on LinkedIn? By: Viveka Friday July 16, 2010 comments Tags: LinkedIn Expert, LinkedIn Tips, LinkedIn Expert Tips, LinkedIn Abuse About the Author: Viveka Viveka is author of LinkedIn Marketing: An Hour a Day and is known internationally as the "LinkedIn Expert".CEO of Linked Into Business, she also hosts the biggest LinkedIn chat on Twitter. Forbes has listed her as a top social media influencer for three years running, and she has been cited in Ragan, CNN, Forbes, Mashable, Simple Living, Bloomberg, LinkedIn's Small Business Site and "The Sophisticated Marketer's Guide to LinkedIn, The Miami Herald, Social Media Today and The Social Media Examiner!Find on Google+


text:
Door Locks / October 5, 2018 / Corette Boivin
Definitely this is not the correct option for older individuals who have mobility issues as removing the bar can be difficult. Which Option is the Appropriate One for You Every circumstance would require a different type of lock. As you choose the best option you must consider your budget and requirements. Also think about the objects that you wish to store in your storage area. If you think of keeping a great vehicle you would not mind spending cash for the protection of your pride and joy. For our home security purpose we have to use a suitable locking system which can enable us to lead a tension free life with safety for our assets.
Deadbolt door locks must be good because they are the types of locks looked for by insurance companies when they assess the security systems of a house for setting homeowners insurance rates. Keyless Deadbolt Locks So if you are looking for keyless door locks choose those that are deadbolt. A deadbolt has a locking mechanism that cannot be moved unless the lock cylinder is rotated. This is in contrast to the spring-bolt mechanism which can be moved with application of force to the bolt. A deadbolt then is more resistant to forced entry. According to insurers they prefer a Grade 1 rating for deadbolts as rated by the American National Standards Institute.
Before locating the best lock for your home it is quite pertinent to consider a few factors which include the following: Options: Before choosing door locks it is necessary to conduct a thorough research on various options available in the markets. Usage: It is also necessary to consider the usage of the locks on specific doors. All locks are not ideal for all doors. So it is important to consider the size and type of the door before choosing locks. Easy To Use: There are both simple and complex varieties of biometric locks available today. Consider the usage of the doors and the locks before installing biometric versions of locks.
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text:
Manhattan, Woody Allen, 1979
"He adored New York City. He idolised it all out of proportion." Woody Allen could never be accused of ignoring his native city, returning time and again to eulogise the virtues of its buildings and its inhabitants. With this black-and-white story of faithless lovers and nervous courtships wending their way through major art galleries, celebrated restaurants and picturesque landmarks, he came closest to the perfect love letter to the place. Filmed in jazz-age black-and-white, and opening with a stunning montage set to Gershwin's Rhapsody in Blue, Manhattan is suffused with an affectionate, excited nostalgia.
• Queensboro Bridge; Guggenheim Museum; Museum of Modern Art; Central Park; Russian Tea Room
The Naked City, Jules Dassin, 1948
On one level, a simple docudrama about how the New York police go about their daily work; on another, an amazing, pioneering poem to the rhythms of big-city life, in both its brutality and mundanity. "There are eight million stories in the naked city," said the famous narration, and with extensive use of hidden cameras director Jules Dassin set out to record "one of them" in an unprecedentedly unvarnished way. This is the New York of the Weegee era: hardboiled cops and pill-popping floozies, big hats and Saturday Night specials, a city tender and iron-hard at the same time.
• Williamsburg Bridge; Times Square; West 83rd Street
Ghostbusters, Ivan Reitman, 1984
In some ways the apogee of the first Saturday Night Live generation – a quintessential New York TV institution – this blockbusting comedy took a special brand of mayhem on to the city's streets, making New York an integral part of all the spooky goings-on. From the bookstacking ghoul in the New York public library, to the firehouse HQ, to the intra-dimensional portal on the roof of one of those gothic midtown apartment blocks, Ghostbusters put the city front and centre. And then took great delight in ripping it apart: tearing up the streets, deluging them in goo and demolishing prime real estate.
• New York Public Library, Fifth Avenue; 55 Central Park West; 8 Hook and Ladder firehouse, Tribeca
Shaft, Gordon Parks, 1971
Shaft may not have been the first film in the blaxploitation genre, but it was certainly the first properly successful one, taking the Harlem-dude look of feather-hat, platform boots and silver-top cane to a massive audience. As a film, it's rough and ready but full of modish attitude and made a star of Richard Roundtree as the black private dick that's a sex machine to all the chicks. The score was bit of a hit, too. For the first time, a hit film spent much time prowling in and around Harlem's main drag, 125th Street; but Shaft was a downtown cat, too: his apartment was in Greenwich Village and his office in Times Square.
• 125th Street; Times Square; Greenwich Village
Saturday Night Fever, John Badham, 1977
It may have been based on a made-up piece of jourmalism, but this much-venerated disco classic remains a raw, tough-nosed look at a then-hidden youth subculture. John Travolta, force-fed into a white polyester suit, became an instant star, and the Bee Gees's soundtrack a huge-selling, hit-spawning record. To their credit, the film-makers opted to film in authentic locations in Bay Ridge, Brooklyn, a world away from Manhattan's bright lights. The hardware store where Tony works, the place where he buys pizza, the studio where he rehearses: they're all local, and all still there. One major miss: the disco where he struts his stuff – known at the time as 2001 Odyssey, has been demolished.
• Bay Ridge, Brooklyn; Verrazano Narrows Bridge
Wall Street, Oliver Stone, 1987
Wall Street was supposed to be a denunciation of stock traders' venality, but as is the way of these things, became their defining document, a kind of holy grail. Oliver Stone's depiction of the "greed is good" generation dug its way fully into the financial district, even managing to snag 45 minutes' filming time on the floor of the New York Stock Exchange. The rest of the film is a whirlwind tour of the exclusive venues patronised by the brokerage set, from the ballroom of the Roosevelt hotel where lizardlike Michael Douglas delivers his epoch-making speech, the Broadway offices of Merrill Lynch, to the 21 Club, where Charlie Sheen eats steak tartare with Douglas.
• Battery Park; 21 Club, West 52nd Street; Roosevelt Hotel, 45 East 45th Street


text:
2. Overview
2.1 Standard GUI
When you launch TiLP2 at once, you will see this :
In TiLP2, you will notice there is not any menu bar any more. All operations/settings can be done by Drag & Drop or by popup menus (right click on each view).
By default, the window is splitted into 2 parts :
- the local view (right frame) : contains a toolbar (calculator related operations), a tree and an information frame (current folder),
- the remote view (left frame) : contains a toolbar (computer related operations), a list and an information frame (memory used and/or free).
Any operation is based on the content of the left or the right frame.
This is the same behaviour as TiLP.
2.2 Simplified GUI
TiLP2 adds a new GUI mode : it's possible to configure TiLP2 to run with only the remote view as shown below :
Any operation is based on the content of the left frame only but file location is used from the right frame (working folder).


text:
Other Products
WLN1000 White Labs Yeast Nutrient
Used to increase the health of yeast. Improves fermentation and re-pitching performance. Contains diammonium phosphate, essential vitamins and co-factors, nitrogen (amino acids, proteins, and peptides) and minerals. Effective boost for first and/or...Price: Varies
WLN4000 Clarity Ferm
CLARITY FERM IS INTENDED FOR TWO BREWING PURPOSES: 1) Eliminates the appearance of chill haze, while also increasing the shelf life of packaged beer. 2) Significantly reduces the gluten in beers brewed with barley and wheat. Available in a variety...Price: Varies
WLN4100 Ultra-Ferm
Available in sizes for commerical breweries and homebrewers ULTRA-FERM is a liquid amyloglucosidase (highly concentrated) from selected classical strain of Aspergillus niger. Ultra-Ferm can be used to make Brut IPAs. APPLICATIONS: 1) To reduce...Price: Varies
WLN4300 Opti-Mash
Available in sizes for commercial brewers and homebrewers APPLICATIONS: Opti-Mash is a liquid thermostable alpha-amylase from a classical strain of Bacillus licheniformis. FUNCTION: Different adjuncts such as maize, rice, wheat, and sorghum are...Price: Varies
WLN4400 Visco-Buster
Available in commercial brewery sizes 1 liter and larger APPLICATION: beer, spirits Visco-Buster is a liquid product obtained from Trichoderma reesei. This is an enzyme complex containing predominantly 1,3-1,4-glucanase activity, but also endo-...Price: Varies
WLN4800 Rapidase
RAPIDASE is a liquid pectinase from Aspergillus niger. Applications: 1) To break down pectin from apple and pear. Composition and structure of apple or pear vary with fruit cultivar. Polysaccharides present in cell wall slowly evolve during fruit...Price: Varies
Yeast: The Practical Guide to Beer Fermentation
Yeast: The Practical Guide to Beer Fermentation, by Chris White with Jamil Zainasheff, was released at the Great American Beer Festival in Denver, CO, in September 2010. The book is published by Brewers Publications. From Brewers Publications: "...Price: $23.56
Yeastman Doll
The Yeastman Doll has been around the world. People take pictures with it all over the place and post them on social media. Now it's your turn. Order all Gift Shop items at www.yeastman.com, White Labs' ordering and tracking system. You must...Price: $14.99


text:
The name Jordany is a boy's name . Jordany.
Variation of Jordan
Find other names based on Jordany using our baby name generator.
Lists containing Jordany
16 names similar to Jordany
These 16 names were selected by our users that were looking for other names like Jordany. If you didn't find an alternative name that you like better than Jordany, try our name generator. It allows you to go beyond the similarities of a name, which can provide a lot of inspiration!
Yessica Says:
It's like you are Jordan.. but not a lot Jordan.
So you're just Jordany.


text:
Some experts say that sex before sport may help athletes because it wipes out mental fatigue and leaves athletes feeing refreshed and confident. Researcher Professor Emmanuele Jannini, of the University of L'Aquila in Italy, found that sex stimulates the production of testosterone. PrimeMale is a new testosterone booster that is designed to overcome symptoms of low testosterone.
Chances are that you are on this site because you want to enhance your muscle development, build on your athletic performance, and enjoy an overall sense of well-being. Tribulus Terrestris is an herb also known as the puncture vine, and has been used for centuries in Europe as a treatment for impotence and as a stimulant to help enhance performance.
Athletes are using Tribulus Terrestris to help ensure their own natural levels of testosterone are at a normal level at all times. Aside from the obvious of being a great leg and hip developer, the stimulus from squatting can also enhance testosterone and human growth hormone.
Despite the differences between individuals, here are some performance tips that are common to everyone.
On the athletic front, this potent herb has been studied and observed to enhance luteinizing hormone (LH) production and raise testosterone levels. The properties of deer antler velvet increases Growth Hormone (GH) levels and boosts testosterone.
In fact, a person that has used a prohormone, should use Tribulus Terrestris on the "off cycle" to help their own testosterone levels return to normal, which is what the prohormone will suppress.
Studies show that effective dosages of pure antler velvet promoted an overall increase GH and Testosterone levels which are important for lean muscle, vibrant energy, and sexual health. On the "off cycle", many men feel weak, tired and moody because their own natural testosterone levels have been suppressed.
Elevated testosterone levels lead to gain in strength & vigor while reducing recovery time.
Symptoms low testosterone nhs
Fast and easy ways to lose weight naturally
Gym routines for mass


text:
The search for a man swept away in the North Saskatchewan River continued yesterday.
A 31-year-old Samson Cree Nation man, his wife and two cousins were camping near the popular Devon Bridge Boat Launch, when he was taken away by the current.
He screamed for help, but was swept downstream.
The missing man's wife told police her husband had been drinking when he went for a swim around 1:30 a.m.
He was last seen wearing blue jeans, a black leather jacket, a white, long-sleeved shirt and white runners, police said.
The search continued by land, air and water yesterday, but there was still no sign of the missing man by press time.
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Pulte Builder Spotlight Agent Event : Flowers "4" You
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Bunk Beds And Loft Bedrooms For Teenagers By Ima Digsdigs
Some different types of spice racks will be as follows: Tiered Rack: The rack with number of shelf for the spice cisterns and containers to be inserted is not only handy to use; but also adds up to the muddle free and organised start looking of your kitchen. Available in real wood, stainless steel or acrylic, tiered spice rack can be placed over the kitchen countertop or can even be wall mounted to create straight storage for your collection of spices. Extremely convenient and one of the most popular options to prepare spice jars, tiered essence racks can be a perfect addition to any kitchen- modern or perhaps traditional.
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Victoriajacksonshow - Affordable bunk & loft beds for kids rooms to go kids. Bunk beds & bunk bedrooms selection: kids don't always want to share, especially when it comes to having their own room so make the most of overcrowded situations, and of bedroom space, with bunk beds from rooms to go our children's bunk beds efficiently conserve space in shared bedrooms, seamlessly transforming a single room into accommodations for two. Bunk beds for kids: children's loft beds with stairs, etc. Find the best bunk beds for kids bedrooms shop affordable children's loft beds in styles including with stairs, storage, desk, twin, full, metal, small & more. Bunk & loft beds kids bedroom furniture the home depot. Get free 2 day shipping on qualified bunk & loft beds or buy furniture products with buy online pick up in store. Bunk beds & loft beds for kids pottery barn kids. Bunk beds and loft beds for kids: how to pick the perfect setup find a classic bunk bed, a loft bed with storage or a twin loft system with a lower bed set that adds style, functionality and fun to your kids' room these double duty beds can help conserve space some even offer shelving, drawers and other storage options and they're available in a huge range of styles, finishes and. Bunk beds and loft beds shop factory direct. Bunk beds and loft bunk beds are the perfect bedroom furniture solution for small or shared bedrooms, college dorms, cabins and guest rooms our quality built, brand name selection of bunk beds and loft bunk beds are affordable, and come with our price match guarantee. 50 modern bunk bed ideas for small bedrooms decoist. Designing a bunk bed or picking one for your home is not just about maximizing space form is an equally important factor, and when picking the right decor for kids' bedrooms, it becomes even more e are some amazing bedrooms with bunk beds that you can draw inspiration from when planning for your own home. Teen loft bunk beds teen bedding, furniture & decor. Loft beds are perfect for use as teen bunk beds but feature only one frame; the lower space is left open and designed to make the most of floor space how to choose a loft bed when you're choosing a loft bed for a child's bedroom, a teen's room or a guest room, here's what to consider:. Bunk beds kids sleep is a parents dream ashley. Bunk beds come in the usual style with two mattresses but there are also lofted bed options that can be used for a desk area or an entertainment space like space saving bunk beds, loft beds for kids are perfect for adding more organization and storage to a room, giving you and your child more opportunities to add pops of personality into the. Loft beds & bunk beds ikea. As well as making bedtime more fun, our sturdy bunk beds and loft beds let you use the same floor space twice if you need the lower bunk only for sleepover guests, a few big cushions will help turn it into a cozy sofa and underneath a loft bed is perfect for storage furniture or a desk or armchair. Bunk & loft beds kids twin loft beds with stairs bed. Choose from twin and full bunk combination beds, trundle beds, loft beds over work stations, cute and fun bunk beds for kids and more should you have a beach house, lake cabin or second home in a resort area, spare bedding options are essential, and a twin loft bed set, twin over futon or a twin loft bed with full lower bed is an ideal solution.
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5 tips to implement a mobile strategy for your business
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Go smart: 5 tips to implement a mobile strategy for your businessIn this day and age when everything is accessible using a smartphone, it is important to develop a strong and stable mobile strategy for your business. In a July 2013 survey conducted by IDG Global Solutions, 41% of people used their personal smartphone for business and 37% used their tablet. An infographic from SlickText.com says that 9 out of 10 mobile searches result in a purchase or a visit.Indeed, the use of smart mobile devices has been part of everyones daily lives. Here are some useful tips to implement a mobile strategy for your business:Develop and promote.In this mobile age, it is important to develop the ideal mobile application where consumers can get the most out of your products and services. The right mobile app can also assist you with sales, marketing, and product development.Always redirect your visitors to your mobile app or website. Use a pop-up to determine which platform your customers are using. Since you spent money on developing your mobile site, it is also your responsibility to promote the site and encourage customers to use it.Highlight, trim, simplify.Highlight the key features of your mobile site. Trimming down some items will help the mobile page load much faster. Mobile users tend to be impatient when web pages do not load as fast as on their home computers.Another tip is to minimise the use of heavy graphics like JPGs and GIFs. If it is possible to avoid graphics, use text instead. When using content like videos, photos, and slideshows, it is best to use mobile-friendly ones. Be compatible.Do not let your customers feel dejected to use your mobile site because of the phone they are using. Make sure your mobile app/site is compatible with the popular platforms, such as iOS, Android, and BlackBerry. Your mobile site should also automatically adapt to the screen size of the device your customers are using. This way, your mobile site can provide a dynamic experience to customers.Learn to optimise.It is essential to optimise your mobile website and content to maintain visibility in mobile searches. Another helpful method is Google Analytics. You can use it to track mobile traffic to your site, and it also shows how people use your product on each platform. SMS, email, and social media.There are many ways to communicate with your customers. Some of the cheapest ways is through SMS and emails. These modes can be utilised to endorse sales, offer product updates, invite customers to events, and so much more. Nowadays, when almost everyone has a Facebook or a Twitter account, another effective medium to market your business is through social media. Most social media platforms have a matching mobile application, so make sure your social media posts and contents are adjustable for smaller screens. It is also important that your posts drive traffic back to your mobile site and landing pages.
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The Stainless Steel Dosa Plates manufactured by us a uses a thick mild steel plate for preparing a dosa. It is fabricated using high quality stainless steel to ensure qualities like durability, high performances, long services life, and reliability and efficiency. Covered with stainless steel on three sides of the dosa plates ensure no grease sticking. The range of dosa plates offered by us has been widely appreciated by the customers.Even when using cast iron tawa, you have to use oil for the dosa.Oil gives softness to the dosa. For softer dosas, you can make dosas like pancakes.(small and thick). For softer dosas, you can make dosas like pancakes.(small and thick). These are used for preparation of all variety of Crispy and Tasty Dosa's within a span of minutes and are used by Fast Food outlets, snack bars, restaurants, Canteens, banquets, party lawns, Bars, party halls.


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By Summer Gatenby at November 08 2018 20:00:32
Here are the types of evidence you can use: Images ; A photo is often a great way to show a point. You can use a photo in three ways: * Literally: If you're talking about a piece of equipment, show a photo of it rather than describe its specifications in bulleted text. You can use callouts that point to the various features and label them. * Metaphorically: Sometimes a point you're making is a concept, rather than a fact. For example, you may be talking about tough times ahead, so you could show a photo of a rocky road or a steep staircase. * Schematically: If you're talking about a process, you can show it with a diagram or add arrows to point out parts of a photo.
They are more difficult to implement through discipline than administrative human-centric processes (although some discipline is needed). It is better to focus on obtaining buy-in from the people affected by the processes through early involvement, communication and expectations management. It is a known fact that knowledge workers are reluctant to change their habits. Some say knowledge workers don't like following procedures because they feel it limits their creativity; but most of the time they will be happy to follow a procedure as long as they see value in it, perceiving that it helps them work better and produce a better process output.
Only if you know what your retirement plan is all about, you can say that it is exactly the right plan for you. You also know precisely when you need to adjust it. Everyone needs one if they want to have a nice future. One should know how it works and what benefits you will get in the end. You should ask yourself these questions because they are too important not to be answered. Most of the employers these days offer some sort of retirement plan for their staff, this also means that someone is or some people are responsible for the management of these plans. There are a lot of rules that need to be followed and someone needs to keep the oversight.
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Answer by Dominik S. ·
I don't think there is anything available out of the box, however Hystrix seems to be able to provide metrics via the interfaces described at https://github.com/Netflix/Hystrix/tree/master/hystrix-contrib/hystrix-metrics-event-stream and https://github.com/Netflix/Hystrix/wiki/Metrics-and-Monitoring
So it would be possible to create a small Dynatrace plugin which pulls the information from the hystrix metrics stream and provides these as metrics to the Dynatrace Server.
This would surely be something that other people will be interested in as well, myself included!
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Car Types In America
gallerymariko.com -Car Types In America This page lists every current North American car model, arranged by class (size). Updated for 2017. See also types of Updated for 2017. See also types of SUVs , luxury vehicles , electric cars , sports cars , or trucks .
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Car Types In America s made in the usa. Chevrolet Amid the American flags and fireworks, the Fourth of July may make you want to be sure your next car will be made in the USA.
List and logos of us cars. There were roughly 1800 American car brands between 1896 to 1930 but just few were able to survive the tough competitive market. Hence just a handful of auto manufacturers opened after that period in America, that are still well known today.
The 20 best-selling cars and trucks in america. Combined, these two segments account for 35% of all cars and trucks sold in the United States. At the same time, America's insatiable appetite for full-size pickup trucks is alive and well. Even
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"2 A cos(π/2)" is the title of this track from Astolfo sulla Luna's full-length debut, which is called Ψ², presumably because they wouldn't want just anyone typing their titles.
by Jon Davis, Published 2016-01-14
Filed under: Video
Related artist(s): Astolfo sulla Luna
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