Recently, a pseudo-scientific documentary titled "Mermaids: The Body Found" forced the National Ocean Service to make an unusual response to public inquires following the TV broadcast. It seems that some people mistook the pseudo-scientific documentary for a factual-scientific documentary.
As for Animal Planet, the channel on which the documentary was broadcast, well they had the best-ever May ratings in network history.
So, back to my original question, was it ethical for Animal Planet to broadcast "Mermaids: The Body Found"? Morally responsible? Responsible marketing? None of the above? Or all of the above? I'm curious to know what you think.


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Existentialist Doctrine
(Redirected from existentialist framework)
An Existentialist Doctrine is a philosophical doctrine that models the consequences of free human choice in a meaningless universe.
It can (typically) be held by an Existentialist.
Sartre's Existentialism.
de Beauvoir's Existentialism.
Merleau-Ponty's Existentialism.
Solomon's Existentialism.
Gabor Melli's Existentialism.
Determinism.
Consequentialism (such as utilitarianism).
Nihilism.
See: Moral Philosophy, Existential Nihilism.
http://en.wikipedia.org/wiki/Existentialism
Existentialism is a term applied to the work of certain late 19th- and 20th-century philosophers who, despite profound doctrinal differences,[1][2][3] shared the belief that philosophical thinking begins with the human subject — not merely the thinking subject, but the acting, feeling, living human individual.[4] In existentialism, the individual's starting point is characterized by what has been called "the existential attitude", or a sense of disorientation and confusion in the face of an apparently meaningless or absurd world.[5] Many existentialists have also regarded traditional systematic or academic philosophies, in both style and content, as too abstract and remote from concrete human experience.[6][7]
Søren Kierkegaard is generally considered to have been the first existentialist philosopher, [8][9] though he did not use the term existentialism. He proposed that each individual — not society or religion — is solely responsible for giving meaning to life and living it passionately and sincerely ("authentically").[10][11] Existentialism became popular in the years following World War II, and strongly influenced many disciplines besides philosophy, including theology, drama, art, literature, and psychology.[12]
↑ Template:Cite encyclopedia
↑ John Macquarrie, Existentialism, New York (1972), pp. 18–21.
↑ Oxford Companion to Philosophy, ed. Ted Honderich, New York (1995), p. 259.
↑ Robert C. Solomon, Existentialism (McGraw-Hill, 1974, pp. 1–2).
↑ Ernst Breisach, Introduction to Modern Existentialism, New York (1962), p. 5.
↑ Walter Kaufmann, Existentialism: From Dostoyevesky to Sartre, New York (1956) p. 12.
↑ Marino, Gordon. Basic Writings of Existentialism (Modern Library, 2004, p. ix, 3).
↑ Watts, Michael. Kierkegaard (Oneworld, 2003, pp.4-6).
↑ Lowrie, Walter. Kierkegaard's attack upon "Christendom" (Princeton, 1969, pp. 37-40).
↑ Guignon and Pereboom, Derk, Charles B. (2001). Existentialism: basic writings. Hackett Publishing. p. xiii. ISBN 9780872205956. http://books.google.com/?id=NSvRzPye-gEC&printsec=frontcover#v=onepage&q=psychoanalysis&f=false.
(Solomon, 2001) ⇒ Robert C. Solomon. (2001). "From Rationalism to Existentialism: The existentialists and their nineteenth-century backgrounds."
(Solomon, 1987) ⇒ Robert C. Solomon. (1987). "From Hegel to Existentialism." Oxford University Press.
(Solomon, 1974) ⇒ Robert C. Solomon, ed. (1974). "Existentialism."
(Solomon, 1972) ⇒ Robert C. Solomon, ed. (1972). "Phenomenology and Existentialism." Rowman & Littlefield.
(Sartre, 1946) ⇒ Jean-Paul Sartre. (1946). "Existentialism is a Humanism / L'existentialisme est un humanisme."
(Sartre, 1943) ⇒ Jean-Paul Sartre. (1943). "Being and Nothingness / L'être et le néant."
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redpajama_set_name: RedPajamaCommonCrawl


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Ferron es una ciudad en el condado de Emery, estado de Utah, Estados Unidos. Según el censo de 2000 la población era de 1.623 habitantes.

Geografía

Ferron se encuentra en las coordenadas .

Según la oficina del censo de Estados Unidos, la ciudad tiene una superficie total de 5,8 km². No tiene superficie cubierta de agua.

Demografía
Según el censo de 2000, había 1.623 habitantes, 512 casas y 415 familias residían en la ciudad. La densidad de población era 281,0 habitantes/km². Había 585 unidades de alojamiento con una densidad media de 101,3 unidades/km².

La máscara racial de la ciudad era 97,78% blanco, 0,25% afro-americano, 0,31% indio americano, 0,31% asiático, 0,31% de las islas del Pacífico, 0,43% de otras razas y 0,92% de dos o más razas. Los hispanos o latinos de cualquier raza eran el 1,60% de la población.

Había 512 casas, de las cuales el 47,3% tenía niños menores de 18 años, el 70,1% eran matrimonios, el 7,6% tenía un cabeza de familia femenino sin marido, y el 18,9% no eran familia. El 17,8% de todas las casas tenían un único residente y el 7,6% tenía sólo residentes mayores de 65 años. El promedio de habitantes por hogar era de 3,06 y el tamaño medio de familia era de 3,50.

El 35,6% de los residentes era menor de 18 años, el 7,6% tenía edades entre los 18 y 24 años, el 22,7% entre los 25 y 44, el 22,2% entre los 45 y 64, y el 11,9% tenía 65 años o más. La media de edad era 33 años. Por cada 100 mujeres había 99,4 hombres. Por cada 100 mujeres de 18 años o más, había 91,7 hombres.

El ingreso medio por casa en la ciudad era de 38.625$, y el ingreso medio para una familia era de 44.688$. Los hombres tenían un ingreso medio de 42.400$ contra 21.458$ de las mujeres. Los ingresos per cápita para la ciudad eran de 15.034$. Aproximadamente el 8,9% de las familias y el 13,1% de la población estaban por debajo del nivel de pobreza, incluyendo el 16,8% de menores de 18 años y el 3,5% de mayores de 65.

Localidades del condado de Emery

redpajama_set_name: RedPajamaWikipedia


Tiffany is a dedicated leader passionate about creating sustainable social impact through social entrepreneurship and more importantly, empowering people. She's been nominated for the Greater Philadelphia Social Innovation Award and also recognized by Generocity, Social Innovation Journal, Philadelphia Citizen, Wharton Business Radio, and Penn News as a leader of social entrepreneurship. Tiffany is the Founder & CEO of Fulphil, which she created to empower the youth to pursue their passions through entrepreneurship on the micro scale within cities to create a collectively broader effect. She is also the Founder and Executive Director of Hult Prize Ivy.
She is a current graduate student at the University of Pennsylvania, pursuing a dual degree in M.S. Nonprofit Leadership (Cl '19) while holding her B.A. in Sociology, concentrating in Health and Medicine (Cl '18). She has also worked for City of Philadelphia's Office of Innovation and Technology.


This is the best ever banana cake. It is so moist and has a lot of banana flavour, made even better by adding cream cheese frosting. It is dangerous for me to have this cake in the house because I cannot pass it without cutting off a little bite. I also like to keep this one in the fridge, I like it better cold. You can use the frosting or if you prefer more of a snacking cake for breakfast mid-morning snack, it is also very good with out the frosting.
Pour batter into a 9″X13″and bake.
Take 1 block of cream cheese at room temperature, 1/2 cup butter, at room temperature, 2 tsp vanilla and about 3 cups icing sugar. Mix until combined and creamy smooth. I usually add 2 cups of the icing sugar and them keep adding until it is as sweet as I want it.
Well I got carried away and didn't take a picture before frosting!
This entry was posted in baking and tagged banana, banana bars, Banana cake, butter, cream cheese, cream cheese frosting, frosted banana cake, sour cream.


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Your World of Legal Intelligence
United States | 1-800-335-6202
Sweetin v. City of Texas City, Texas, 21-40784
Document Cited authorities 22 Cited in Precedent Map Related
Court United States Courts of Appeals. United States Court of Appeals (5th Circuit)
Writing for the Court JENNIFER WALKER ELROD, CIRCUIT JUDGE
Parties Zane Sweetin; Rebecca Foster, as personal representative and next friend of A.S., a minor, in place and stead of Michael Stefek, deceased, Plaintiffs-Appellants, v. City of Texas City, Texas; Wendell Wylie, Defendants-Appellees.
Docket Number 21-40784
Decision Date 02 September 2022
Zane Sweetin; Rebecca Foster, as personal representative and next friend of A.S., a minor, in place and stead of Michael Stefek, deceased, Plaintiffs-Appellants,
City of Texas City, Texas; Wendell Wylie, Defendants-Appellees.
No. 21-40784
United States Court of Appeals, Fifth Circuit
Appeal from the United States District Court for the Southern District of Texas USDC No. 3:19-CV-233
Before STEWART, ELROD, and GRAVES, Circuit Judges.
JENNIFER WALKER ELROD, CIRCUIT JUDGE
Texas City's "permit officer" handles applications for ambulance permits for the City. One day, he spotted an ambulance without a permit. He knew he was powerless to issue citations to the drivers himself, so he summoned someone who could (the Fire Marshal). While waiting for the Fire Marshal to show up, the officer repeatedly told the ambulance drivers that they were detained, that they could not leave, and that they must stay. He did not have that power, but he did it anyway. The Fire Marshal showed up about thirty minutes later and issued them citations. The ambulance
drivers sued, claiming this violated their Fourth Amendment rights. We agree. And because the officer acted beyond the scope of his discretionary duties as "permit officer," he is not entitled to qualified immunity. But the claim against the City fails because the officer did not have final policymaking authority. Thus, we AFFIRM in part, REVERSE in part, and REMAND for proceedings consistent with this opinion.
Wendell Wylie is a captain in the Texas City Fire Department. The Fire Marshal authorized him to serve as the City's "EMS Administrator," to handle the permitting of private-sector, non-emergency ambulances. Wearing this hat, he can investigate whether permit-applicants meet state and local ambulance requirements. He is also given the authority to "[d]evelop such reasonable regulations subject to the approval of the City Commission as may be necessary for the proper enforcement and implementation" of the City's rules about ambulance services.
Zane Sweetin and Michael Stefek worked for Windsor as emergency medical technicians. They drove their ambulance to Texas City for a routine pick-up at a nursing home. Unbeknownst to them, Windsor no longer had a permit, so driving into the City for this routine pick-up would violate a Texas City ordinance. Sweetin and Stefek parked the ambulance outside the nursing home and went inside to get the patient. Wylie was driving by in his Fire Department vehicle when he spotted the Windsor ambulance parked outside. He knew Windsor was permitless, so he pulled in to "investigate," which just meant snapping a few pictures of the ambulance.
Around this time, Sweetin and Stefek came out with their patient. Once the patient was in the ambulance, Wylie pulled up and asked Sweetin and Stefek some questions about why they were there and where they were headed. They declined to answer, citing the patient's confidentiality. Then
Wylie said he would let them complete their trip before talking with them. Off they went to drop the patient off at a dialysis clinic in La Marque. During the drive, Wylie called the Fire Marshal and asked him to come issue citations to Sweetin and Stefek. Sweetin and Stefek parked under the awning outside the entrance of the clinic; Wylie backed into a spot near the front of the ambulance.
The Fire Marshal had not yet arrived when Sweetin and Stefek finished their drop-off. As they loaded the stretcher back into the ambulance, Wylie approached them and said: "You are detained. You are not allowed to leave. You must wait right here." This struck Sweetin and Stefek as bizarre-a man in a paramedic's uniform, driving a Texas City Fire Department vehicle, detaining them in a city other than Texas City. They sat in their ambulance and discussed whether they should just drive off. On the one hand, they knew Wylie was not a police officer. On the other, they did not know whether he nevertheless had the authority to detain them.
They ended up waiting around and submitting to Wylie's apparent show of authority. Sweetin finished some of the paperwork for the transfer they had just completed. Stefek called their supervisor at Windsor to try and talk with Wylie, but Wylie told them to stay in the ambulance and wait for the Fire Marshal. Sweetin recalls that Wylie was "rude" and told them to "get the F back into the vehicle." They waited there until the Fire Marshal showed up. He asked them a few questions, gave them their citations, and they went on with their work day.
Wylie knew he did not have the authority to detain Sweetin and Stefek. He called the Fire Marshal because he did not even have the power to issue them a citation. But he maintains that they were free to leave whenever they wanted. By his telling, he identified himself as the EMS
supervisor, sat in his vehicle while they waited, and never displayed a weapon or used any physical force.
Subsequently, Sweetin and Stefek sued Wylie (in his individual capacity) and the City under 42 U.S.C. § 1983, alleging that they were unreasonably seized in violation of the Fourth Amendment. After discovery, Wylie and the City moved for summary judgment, which the district court granted.
The court held that even if there was a genuine dispute of material fact about whether Wylie unconstitutionally seized Sweetin and Stefek, the law was not clearly established enough to survive qualified immunity. And as for the City, the court held that under Texas law, Wylie did not have "final policymaking authority," so the City could not be held liable for his actions. Sweetin and Stefek appealed.
We review the grant of summary judgment de novo. Lewis v. Sec'y of Pub. Safety &Corr., 870 F.3d 365, 368 (5th Cir. 2017). Summary judgment is proper if the movant shows that there is no genuine dispute of material fact and that the movant is entitled to judgment as a matter of law. Sanders v. Christwood, 970 F.3d 558, 561 (5th Cir. 2020) (citing Fed.R.Civ.P. 56(a)). A fact is "material" if resolving it...
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The relevance of this research stems from the persistent failure rate of large-scale Enterprise Resource Planning (ERP) implementations. The foremost reasons advanced in explaining organisations' failure to achieve the desired ERP benefits, despite substantial investments, relates to the complex, risky and challenging nature of the implementation process. Understanding the ERP implementation challenges faced by organisations and the subsequent coping mechanisms deployed to overcome the challenges remain a pertinent research endeavour. Another eminent area of concern alludes to the limited significance attributed to the systemic analysis of the implementation process. This research describes the challenges faced by organisations during their ERP implementation process and explains the systemic interaction of the ERP implementation challenges. In conjunction, this study identifies the coping mechanisms established by organisations to overcome the encountered ERP implementation challenges. An interpretive research paradigm, in concurrence with an inductive research approach was adopted for the purpose of this research. This study was conducted within the context of a large, decentralised, public organisation. Two embedded case studies within the designated organisation were selected. At the onset of the study, the organisation was in the process of implementing a large-scale vanilla ERP solution. The study was qualitative in nature and data were collected through interviews, observations and documentary evidence between April 2012 and October 2014. The ERP implementation challenges and ensuing coping mechanisms were revealed through the use of thematic analysis. Constant comparative analysis allowed the researcher to compare and contrast the data and themes emerging from both cases. The systemic interrelation and interconnected nature of the ERP implementation challenges were, subsequently, examined, using the principles of system dynamics. Key research contributions comprise the development of both descriptive and explanatory knowledge. The research findings disclose numerous ERP implementation challenges resulting in the emergence of a taxonomy which includes organisational, project management, management, change management, technical and knowledge challenges. The proposed taxonomy provides a comprehensive breakdown and analysis of different ERP implementation challenges which adds to the existing body of knowledge on ERP implementation. The major theoretical contribution, however, is the explanatory theory arising from the systemic model of the dynamics of ERP implementation challenges. The theory provides rich insights into the complex and interconnected nature of an implementation process. Specific implications are drawn from the empirical findings to form theoretical propositions as principles of explanation and generalisation. Another key contribution includes an interpretation of how coping mechanisms are deployed by organisations to overcome the ERP implementation challenges. The predominant coping mechanisms include the use of workaround solutions, workgroups, super-users, and retraining, support, and rewards and incentives. The theoretical contribution can be generalised to large, decentralised organisations implementing ERP systems. The contribution to practice is to assist organisations in their implementation endeavours by empowering ERP implementers with the fundamental knowledge in order for them to better manage the inherent complexity of their implementation processes.
Ramburn Gopaul, H. 2016. A systematic analysis of ERP implementation challenges and coping mechanisms: The case of a large, decentralised, public organisation in South Africa. University of Cape Town.


text:
Sumner campaign: AFSCME Council 32 endorses Liz Sumner for State Assembly
Home » Press Releases » Sumner campaign: AFSCME Council 32 endorses Liz Sumner for State Assembly
Contact: Liz Sumner
AFSCME Council 32 endorses Liz Sumner for State Assembly
American Federation of State, County, and Municipal Employees represents thousands of working people across Wisconsin
FOX POINT – Liz Sumner, Democratic candidate for Wisconsin's 23rd Assembly District, today issued the following statement:
"Wisconsin once had a proud tradition of not only respecting working people, but advocating for their rights in the workplace. For nearly eight years we have seen policies that serve only one purpose: to dismantle the labor movement and strangle working families. I'm honored to have earned the support of AFSCME because they know I am a progressive champion who will not only advocate for change, but also work tirelessly to create new, progressive public policies that will bring working people across the board back to the table," said Sumner.
"AFSCME is proud to support candidates who champion the rights of working people in the State of Wisconsin. We are supporting Liz Sumner because she believes in ensuring safe work environments, creating livable wages for working people that supports a strong middle class and defending the dignity of public service workers from anti-worker attacks. Our members support candidates who will fight for them every day. That is why we have endorsed Liz Sumner," said Debra Huntley of AFSCME.
Liz Sumner is a resident of Fox Point, a small business owner, a current member of the Fox Point Village Board, mother of two young children, and is the Democrat running to represent the 23rd Assembly District in the general election on Tuesday, November 6, 2018.
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Esperion introduced constructive outcomes right now for the primary in a collection of pivotal section three research of its ldl cholesterol decreasing drug.
The trial (Examine four, or 1002-048) in contrast bempedoic acid to placebo in 269 sufferers with atherosclerotic heart problems (ASCVD) or at excessive danger for ASCVD who've excessive LDL levels of cholesterol (100 mg/dl or better) regardless of therapy with ezetimibe. Sufferers had been additionally both taking a low beginning dose of a statin or no statin in any respect.
The corporate reported that their drug "was noticed to be secure and well-tolerated" within the examine. Two sufferers within the therapy group had elevated liver perform exams. The corporate stated the general price of liver perform enhance in medical trials has been in step with different ldl cholesterol medication, together with statins and ezetimibe.
Esperion stated that it expects to report outcomes from four further pivotal research this yr, together with 2 research in three,000 sufferers taking maximally-tolerated statins, 2 research in 600 statin-intolerant sufferers, and one examine combining bempedoic acid and ezetimibe in 350 sufferers taking maximally-tolerated statins. The corporate had beforehand introduced the initiation in December 2016 of a giant cardiovascular outcomes trial (CVOT) together with greater than 12,000 sufferers. Outcomes from that trial, generally known as CLEAR OUTCOMES, gained't be accessible till 2022.
Esperion executives not too long ago advised Bloomberg Information that the corporate plans to compete with the extra highly effective LDL decreasing PCSK9 inhibitors by charging a lot much less for his or her drug. At $9-10 per day the drug would price lower than $four,000 a yr, which is lower than a 3rd of the checklist worth and fewer than half of the everyday discounted worth of the PCSK9 inhibitors. Esperion CEO Tim Mayleben stated that many individuals with elevated LDL ranges might attain goal ranges with bempedoic acid and don't require a PCSK9 inhibitor.


text:
Cartellodes är ett släkte av fjärilar. Cartellodes ingår i familjen mätare.

Kladogram enligt Catalogue of Life:

Källor

Mätare
Cartellodes


Building your animal's immune system and keeping them healthy will help their resistance to fleas, ticks and other pests. The following is the life cycle of the flea so that you can see the importance of keeping your pet's environment clean.
1) Adult fleas live about three to four months, laying eggs during this time that look like dandruff or salt crystals.
2) The Fleas eggs hatch out into larvae that can live in cracks and crevices, rugs, upholstery, blankets, and the like.
3) The tiny larvae cannot jump and can only travel approximately an inch. The larvae feed on dried blood called flea dirt that falls off of your pet along with eggs when your pet scratches or grooms themselves.
4) After one to two weeks the larvae go through a cocoon or pupa stage.
5) A week to two weeks later, the fleas hatch out and hop onto the nearest warm body for a meal of blood. And the whole process starts over again.
6) This cycle can take 2 to 20 weeks depending on the climate. In most locations during the summer flea season, the entire cycle can take only a couple of weeks.


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Layout topics
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World of Railways - News and Reviews
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By great northern, July 13, 2010 in Layout topics
ECML in 1958
great northern 93,218
LocationNottingham
2 minutes ago, thegreenhowards said:
Wasn't the return empties of the Aberdeen in the middle of the day? That should give an excuse to read n the blue spots.
That's what I thought Andy, but I can't see it on the WTT.
Still up on his gantry, but not the really dodgy one, our chap spots a clean KX V2 heading his way with a Class C for Dringhouses.
We are nearly at the end of our latest infrastructure tour, the hotel from on high being the penultimate view.
thegreenhowards 2,013
LocationCoulsdon, Surrey
10 hours ago, great northern said:
I'm sure I've seen a picture of it but I can't locate it now and I can't remember which year, so not much use - sorry! They must have gone back north, otherwise there'd have been a big pile of blue spots in King's Cross!
Another look at the V2, but from a different gantry by the look of it.
and the last still life image. I know some people do like shots of the layout without any shopping, and I didn't fancy doing some of this one, so here it is, just as the camera saw it.
A quick question. Would a feature in a magazine concentrating on the kind of images I've been showing for the last few days be of interest? We are all used to the "normal" articles, very much train focused as they are. So, might something like this be worthwhile?
Gilbert,
I've done a bit more research on the Aberdeen return fish. This is a useful post from Brian Macdermott which claims a 1205 departure from King's Cross for the return. From other posts which prompted this it does seem to be missing from the WTT.
53 minutes ago, thegreenhowards said:
I think I remember Peter Coster mentioning it in one of the Books of the GN, and I think he said 1130 off KX, so that seems about right. Through PN some time between 1.30pm and 2.30pm looks good.
BMacdermott 1,209
RMweb Gold
Hello Gilbert and everyone
Trains Illustrated May and June 1958 contain a 2-part article entitled Day-Trip to Grimsby which might be useful.
The subjects of Fish Trains and Milk Trains are crying out for books to be written.
TrevorP1 1,379
LocationOn the WM & CQ
4 hours ago, great northern said:
I'm interested in all aspects Gilbert but a magazine article focussing on the why's and wherefores of PNs buildings and some of the hidden corners would be very welcome.
2 hours ago, BMacdermott said:
Hello Brian
I do have those two TIs. which are interesting, but I'm afraid don't help with this, as the blue spot vans were only used on the Scottish traffic, from what I have read. I also found an article in an old Steam World magazine, but that didn't mention blue spot traffic at all, and frankly seemed a bit dodgy in parts anyway.
As Andy says, they must have been returned whence they came, and fairly regularly. Perhaps they were run as required, but even so I'd expect to find it in the WTT.
Hello Gilbert
It was more for those who might be interested in the articles.
1 hour ago, BMacdermott said:
My apologies Brian.
The Friday evening Catterick camp leave train. Doncaster have to find a loco to take it the rest of the way to KX. What have we got? How about this, fresh out of Plant.
Well worth another look.
What could be better than two pictures of immaculate Grand Parade? How about three?
then we have another bonus, as the 5.35 Newcastle, Grantham's top duty, in entrusted to their own freshly outshopped A3, Prince of Wales.
Sogginess update. More heavy rain, no daylight, golf course closed until further notice. I am in danger of becoming stir crazy. At least I live on top of a hill, and so escape the terrible time some people are having.
PaulCheffus 682
On 07/11/2019 at 22:13, great northern said:
The lovely part of Lincolnshire in which you are so privileged to live, has, statistically one of the lowest annual rainfalls in the country. It's just that you happen to be getting a lot of it at once. My Dad was a drainage engineer, so I know that, you see.
From the weather station in my back garden about 3 miles from Clive as the crow flies. June 2019 was very wet but most of the time its not too bad.
Clive Mortimore 22,250
LocationMiddle of Nowhere Lincolnshire
1 hour ago, PaulCheffus said:
https://www.rmweb.co.uk/community/uploads/monthly_2019_11/Capture.PNG.82a8d247e96e4e4776ade61b3d79b78c.PNG
Yes but no but yes but no but....Paul lives uphill to me. The first contour line on an OS map of our area goes through the local Co-op and that is a good five miles inland. See we get the run off form where Paul lives, and the Wolds.
The overflowing dyke at the bottom of our land in June.
No I am not going any further and have the water go over me boots.
My dad said that annual rainfall in Lincs was always between 18 and 24 inches per annum, which was far less than further west. However, I well remember that in the mid to late 50s he was often called out at night to flooding crises, including some in the city of Lincoln itself. They did a lot of work to remedy that, but the water then has to go somewhere else, and as there seems to be so much more of it now, problems abound.
StephenB 83
I spent my entire working trying to deal with all aspects of flooding, both river and tidal. I say trying because it is virtually an insoluble problem. Sort out one person's problem and you invariably make another worse. People are the real problem, trying to live and work where they shouldn't. I have had a house flooded so I know what people are going through.
Here we have Prince of Wales, stopping to pick up passengers only, waiting for all of them to board before continuing North.
After it has left, 43084 arrives from Kings Lynn.
Another small experiment for your opinions please. Most of the view in the distance from Crescent Bridge was of the end of the Nene carriage sidings, so when I found a view which looked vaguely similar I decided to mess about with it. This is actually the North end of Doncaster, but with a very tight crop it looks suitably neutral.
The train is the 5.00pm slow from KX, and the loco 60109, which appeared on it quite regularly in the summer of 58.
I also tried this in black and white and with a tighter crop.
Obviously, a lot more would need to be done, but I think this looks better than the previous attempt. Over to you.
31A 4,213
It maybe looks better as a background; it seems to be the kind of background view that looks OK from different angles without the perspective being wrong, but it's a pity to lose the distinctive power station. Would you be able to keep the power station view to the right and use the new picture to extend the backscene to the left? Looking south from the real Peterborough station the lines rise to the Nene bridge which is effectively on the skyline; I don't think buildings to the south are really visible?
FarrMan 82
18 hours ago, StephenB said:
I thoroughly agree. Living on a flood plane and excessive impermeable surfaces is asking for trouble. If you choose to live there, have a house that will float.
New backscene looks better than nothing, and in that sense looks good. Losing the power station though is not realistic. I can't remember what could be seen in the distance beyond Crescent Bridge except for the power station, but after the river bridge it was embankment over Oundle Road and then, I think in cutting under London Road. I am inclined to agree with 31A.
Fat Controller 5,438
On 10/11/2019 at 11:48, BMacdermott said:
David Larkin has written a couple of books on Non-Passenger Carrying Coaching Stock, which are worth looking out for. Volume 2, in particular, has a lot of photos of passenger-rated stock for fish and milk workings.
'Blue Spot' stock was drawn from BR-built vans , built to a BR design that was based on an earlier LNER type. All were fitted with roller-bearings. The fleet totalled some 500 vehicles. Next down the 'pecking order' were the LNER-designed 12'6" and 15' wheelbase Insulated Fish Vans, then the non-insulated stock. Right at the bottom were various minerals used to carry fish offal for cat food.
Let's go back to the prototype, while remembering that in this area my layout is nowhere near being prototypically accurate. Here is a lovely photo, copyright of Andrew C Ingram, and not to be further reproduced please. In its own right, it is one of my very favourite PN images, but also very helpful in assessing what would/could be seen looking south.
This must, I think, have been taken from Crescent Bridge.
So, from right to left we have the chord down to East station, then the carriage sidings, and from this angle, behind them is the chute across to the power station. The power station itself is still off scene further left, so I think it would not be in view when looking under the bridge.
We also have to factor in my totally incorrect, but operationally vital, sharp curve, which means that the power station would be on the inside of that curve, not the outside. That's why I'm thinking that the end of the carriage sidings is as close as I can get to the real thing, possibly with the start of the chute positioned behind, and one or two brickworks chimneys, as in the image above. Then somehow a mist of steam across the whole thing would be even better. How to do it? Suggestions welcome.
Anyway, over to you again. This photo, incidentally, got Tony Wright very animated, as the fifth car in the Scotsman is a kitchen car, which is not shown in any of the official formations for the train. It is definitely summer of 58, we are agreed, so should my Scotsman include a RK? I think not, as this may have been a one off, and I prefer to stick with the everyday.
Looking at the photo of the prototype, from under Crescent bridge you would not see further than the carriage sidings/power station, due to the way the land lies, and most of the power station would be hidden, so only the chute to the power station might be visible. From the station area itself, I think you would see very little beyond Crescent Bridge as the bridge itself would be in the way. This would apply even more the nearer you were to Spital Bridge. How do you think a backscene with the power station chute at the extreme left end to compromise between its true position and the unprototype (but essential) curve on the main line, and fill the rest of the space with Nene Sidings, probably increased in number to balance the other compromise. You would only need sky above the sidings and chute, and I am sure that you can produce a suitable smoke effect from the brickworks not much further South that hung over that area.
At that end of the station, I was more familiar with River Lane, which ran down the down side of the line to the river, and was generally lower than track level. It was a favorite short cut of mine to the river bridge - except when the river flooded.
Thanks again for sharing this wonderful model, and so much information, with us.
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Quick Answer: What Is A AABB?
What is the AABB rhyme scheme?
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The AABB rhyme scheme uses sections of four lines divided into two couplets.
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With the AABB rhyme scheme, each couplet rhymes..
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Rhyme scheme describes a poem's pattern of end rhymes. End rhymes are rhymes found at the end of lines. A rhyme scheme will be written using letters to illustrate where the rhymes are. Common rhyme schemes are A A B B and A B A B.
What Are the Different Types of Rhyming Poems?Perfect rhyme. A rhyme where both words share the exact assonance and number of syllables. … Slant rhyme. A rhyme formed by words with similar, but not identical, assonance and/or the number of syllables. … Eye rhyme. … Masculine rhyme. … Feminine rhyme. … End rhymes.
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National Average As of Dec 24, 2020, the average annual pay for a Blood Bank Technologist in the United States is $71,910 a year. Just in case you need a simple salary calculator, that works out to be approximately $34.57 an hour.
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AABB Collision Detection or "Axis-Aligned Bounding Box" Collision detection as it stands for is the simplest form, or one of the simplest forms of collision detection that you can implement in a 2D game. If you have an object that is axis-aligned, ie.
In Ethernet terminology, a collision occurs when we both spoke at once. … When stations detect a collision, they cease transmission, wait a random amount of time, and attempt to transmit when they again detect silence on the medium.
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Q: An example to proper convex functions $f_1, f_2$ such that the infimal convolution of $f_1$ and $f_2$ is not proper. An example to proper convex functions $f_1, f_2$ such that the infimal convolution of $f_1$ and $f_2$ is not proper.
I need to find a function $g(x) = \inf\{f_1(x-y) + f_2(y)| y \in \mathbb{R}^n\}$ where $f_1$ and $f_2$ are proper convex functions but I am not even sure where to begin.

A: Hint: take $f_1 \equiv 42$ and a nice $f_2$.

A: A constructive approach is to find closed proper convex functions $f_1^*$ and $f_2^*$ such that their sum $f_1^*+f_2^*$ is not proper convex, and then to take the conjugates of $f_1^*$ and $f_2^*$. Such functions are easy to find by letting $f_2^*$ take the value $\infty$ whenever $f_1^*$ is finite. This uses the fact that $f^{**}=f$ for closed proper convex functions and that $(f_1^*+f_2^*)^*$ is the infimal convolution of $f_1$ and $f_2$.

redpajama_set_name: RedPajamaStackExchange


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Michelle Loeb
Jessica Simpson made a lot of headlines after two back-to-back pregnancies saw her gain a lot of extra weight. But the proud Weight Watchers ambassador announced that she has finally reached her target weight, thanks in part to motivation from her fiancé Eric Johnson. The singer posted a photo on Instagram last week showing her and a friend working out on treadmills with Johnson's football jersey framed in the background. On top of that, Simpson was recently spotted wearing her famous Daisy Dukes, a look she became known for after starring in the Dukes of Hazzard movie. Jess has clearly worked hard and boy, does she look fit!
High-Fat Diets Could Reduce the Brain's Ability to Regulate Food Intake
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Should You Try Oil Pulling?
Ayurveda is an ancient medicinal practice with roots in India that's been making waves in the West in recent years. One particular Ayurvedic practice that's cropped up in health-focused communities is the age-old practice of oil pulling, which involves swishing edible oil around your mouth (and then spitting it out) to rid your teeth of plaque and bacteria. While the science surrounding its effectiveness is still new, modern research suggests that it can effectively maintain–and even improve–dental hygiene between dentist visits.
How Sad Girls Club's Founder, Elyse Fox, is Redefining Wellness for Women of Color
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How ADHD and Gut Health Are Linked
ADHD is a complex thing. As awareness and research surrounding ADHD–attention deficit hyperactivity disorder—continues to advance, it seems as if we're learning something new about it every day. In recent years, a growing mountain of research has suggested a particularly important link between gut health and mental health: turns out, the trillions of bacteria in your gut have a strong influence on mental health, and may even play a part in the development of neuropsychiatric conditions such as autism and ADHD. This has several implications for ADHD treatments and the high comorbidity rate of gastrointestinal disorders with ADHD, so let's dig in.
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Prescott is located in the southeast corner of the Minneapolis/St. Paul Metropolitan area, at the confluence of the Mississippi and St. Croix Rivers in west central Wisconsin. Miles to: downtown St. Paul-23; Twin Cities International Airport-28; Eau Claire-83; Milwaukee-307 Chicago-381.
Prescott and its 2 surrounding townships (Clifton and Oak Grove) have the fastest growing populations in the county.
Strategically located at the crossroads of several major Highways,Prescott offers easy access to the Twin Cities metro area and the nation's interstate network. The 4 lane U.S. Highway 61/10 is located 3 miles west and I-94 is located 15 miles north. U.S. Highway 10 provides a main east-west connection to the metro area and Wisconsin, and state highways 29 and 35 complete Prescott's north / south connections. Several interstate and local trucking firms serve the city and its businesses.
Minneapolis / St. Paul International Airport (MSP), 30 minutes west, provides global connectivity to Prescott businesses. Burlington Northern Railroad crosses the Mississippi in Prescott.


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Q: Full width, responsive top image I am trying to create a header with a image which responds to screen size like one: http://appex.no/referanser
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should work; then the div stays auto for responsive layouts and the img takes the size of the parent div
they removed the image with something like:
@media handheld, only screen and (max-width: 400px){
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(just used inline for sake of the demonstration but can be class of course)


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PPG Industries (NYSE:PPG) Research Coverage Started at Societe Generale
Posted by Kayla Brandon on Jul 12th, 2019
Societe Generale started coverage on shares of PPG Industries (NYSE:PPG) in a research report report published on Tuesday, Briefing.com Automated Import reports. The brokerage issued a buy rating and a $138.00 target price on the specialty chemicals company's stock.
PPG has been the subject of several other research reports. BMO Capital Markets restated a hold rating and issued a $45.00 target price on shares of SAP in a research report on Wednesday, May 1st. ValuEngine cut shares of Zumiez from a hold rating to a sell rating in a research report on Tuesday, July 2nd. KeyCorp set a $37.00 target price on shares of SeaWorld Entertainment and gave the stock a buy rating in a research report on Friday, April 12th. Barclays set a $46.00 price target on shares of D. R. Horton and gave the stock a buy rating in a research note on Friday, April 26th. Finally, Zacks Investment Research lowered shares of GENEL ENERGY PL/ADR from a hold rating to a sell rating in a research note on Thursday, July 4th. One equities research analyst has rated the stock with a sell rating, eight have issued a hold rating, eight have issued a buy rating and one has issued a strong buy rating to the company's stock. The company currently has an average rating of Buy and a consensus target price of $119.23.
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PPG stock opened at $116.00 on Tuesday. The stock has a market cap of $27.25 billion, a PE ratio of 19.59, a P/E/G ratio of 2.04 and a beta of 1.23. The company has a debt-to-equity ratio of 0.92, a current ratio of 1.40 and a quick ratio of 0.97. PPG Industries has a one year low of $94.37 and a one year high of $121.29. The stock has a 50 day moving average price of $113.67.
PPG Industries (NYSE:PPG) last announced its quarterly earnings data on Thursday, April 18th. The specialty chemicals company reported $1.38 earnings per share (EPS) for the quarter, beating the Thomson Reuters' consensus estimate of $1.21 by $0.17. PPG Industries had a net margin of 8.67% and a return on equity of 28.72%. The company had revenue of $3.62 billion during the quarter, compared to analysts' expectations of $3.69 billion. During the same period in the previous year, the company earned $1.39 EPS. The business's quarterly revenue was down 4.2% compared to the same quarter last year. On average, equities analysts anticipate that PPG Industries will post 6.29 earnings per share for the current year.
The business also recently disclosed a quarterly dividend, which was paid on Wednesday, June 12th. Shareholders of record on Friday, May 10th were paid a $0.48 dividend. The ex-dividend date was Thursday, May 9th. This represents a $1.92 annualized dividend and a yield of 1.66%. PPG Industries's dividend payout ratio is presently 32.43%.
In other news, VP William E. Schaupp sold 2,500 shares of the stock in a transaction on Wednesday, May 29th. The shares were sold at an average price of $106.88, for a total transaction of $267,200.00. Following the transaction, the vice president now owns 4,389 shares in the company, valued at approximately $469,096.32. The sale was disclosed in a document filed with the SEC, which is accessible through the SEC website. Also, Director Victoria F. Haynes sold 674 shares of the stock in a transaction on Friday, May 24th. The stock was sold at an average price of $107.16, for a total transaction of $72,225.84. The disclosure for this sale can be found here. 0.37% of the stock is currently owned by corporate insiders.
Several institutional investors and hedge funds have recently made changes to their positions in PPG. Trian Fund Management L.P. increased its stake in shares of PPG Industries by 69.2% during the 4th quarter. Trian Fund Management L.P. now owns 7,009,412 shares of the specialty chemicals company's stock worth $716,572,000 after purchasing an additional 2,866,150 shares during the last quarter. Norges Bank acquired a new position in PPG Industries in the 4th quarter valued at $36,143,000. Deutsche Bank AG grew its stake in PPG Industries by 24.0% in the 4th quarter. Deutsche Bank AG now owns 1,341,354 shares of the specialty chemicals company's stock valued at $137,116,000 after buying an additional 259,442 shares during the last quarter. Retirement Systems of Alabama grew its stake in PPG Industries by 155.0% in the 2nd quarter. Retirement Systems of Alabama now owns 280,106 shares of the specialty chemicals company's stock valued at $32,691,000 after buying an additional 170,261 shares during the last quarter. Finally, Lord Abbett & CO. LLC grew its stake in PPG Industries by 53.2% in the 4th quarter. Lord Abbett & CO. LLC now owns 476,492 shares of the specialty chemicals company's stock valued at $48,712,000 after buying an additional 165,400 shares during the last quarter. Institutional investors own 78.45% of the company's stock.
About PPG Industries
PPG Industries, Inc manufactures and distributes paints, coatings, and specialty materials in the United States and internationally. It operates through Performance Coatings and Industrial Coatings segments. The Performance Coatings segment provides coatings products for automotive and commercial transport/fleet repair and refurbishing; light industrial and specialty coatings for signs; coatings, sealants, and transparencies for commercial, military, regional jet and general aviation aircraft, and transparent armor; protective and marine coatings and finishes; architectural coatings; and purchased sundries to painting contractors and consumers, as well as chemical management services.
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(Nanowerk News) IMEC realized large-area (70cm2) epitaxial solar cells with efficiencies of up to 16.3% on high-quality substrates. And efficiencies of up to 14.7% were achieved on large-area low-quality substrates, showing the potential of thin-film epitaxial solar cells for industrial manufacturing. The results were achieved within imec's silicon solar cell industrial affiliation program (IIAP) that explores and develops advanced process technologies aiming a sharp reduction in silicon use, whilst increasing cell efficiency and hence further lowering substantially the cost per Watt peak.
Imec realized 20µm thick high-quality epitaxial silicon stacks both on top of a highly-doped high-quality substrate and on a low-cost, UMG (upgraded metallurgic grade)-type, multi-crystalline Si substrate. The p+-type back surface field (BSF), the p-type base and the n-type front-side emitter were grown by chemical vapor deposition. The light-trapping scheme consists of plasma texturing of the front surface in combination with an internal porous silicon Bragg reflector positioned at the epitaxial/substrate interface. The cells on the high-quality substrate are contacted with copper plating. For the cells made on the low-quality substrates, the metallization is realized with screenprinting, which is the final step after the formation of the diffused front surface field (FSF) and the silicon nitride antireflection coating. In this way, the epitaxially grown 'wafer equivalent' substrates are fully compatible with standard industrial (bulk) solar cell processing.
Imec epitaxial thin-film silicon solar cell on low-quality substrate with screen printed metal lines achieving efficiencies of up to 14.7%.
"These efficiencies of up to 16.3% on high-quality substrates and of up to14.7 % on low-cost substrates show that industrial-level efficiencies are within reach for this technology;" said Jef Poortmans, director imec energy/solar program. "By implementing copper-based contact schemes, we can further increase the efficiency making epitaxial thin-film silicon solar cells on low-cost wafers an interesting industrial technology."


Changing your oil every 3,000 to 5,000 miles is as vital to your vehicle as putting gasoline in it. Here at Smog Stop Shop Inc., we follow manufacturer recommendations precisely when it comes to changing your oil and your oil filter to keep your car in top shape.
Not only will we use the correct viscosity of oil, but we will also use this time to perform a visual check of all your filters and fluids, as well as your tire pressure. It's always better to find and stop a problem before it occurs, after all. This type of preventive maintenance will save you time and money.


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Wild Die Podcast - Episode 59: CRUNCH!
Just finished listening to the episode that Paris and Eric did focused about the idea of crunch in the Savage Worlds universe. To me, it sounded less like an episode about crunch and more an episode about Paris getting into arguments while customizing skills for his Sci-Fi setting. I really wished I was on with you guys to discuss your sci-fi setting more and provide some points for discussion - and I found myself talking out loud in the car as I was heading to the grocery store. :D I always enjoy Paris' questions. They're insightful and demonstrate that he is truly thinking about the system and his game with an eye to both system and self-improvement. Thanks Paris!
Listening closely, I think I was able to suss out what Paris was mostly concerned about. I've included Paris' points, with my thoughts:
The Community is Agressively Opposed to System Creep
Creating new skills can be considered by some to sacrilege, although in the end - its entirely up to you and your setting. If you feel like your setting would be better served by diversifying the players' skill sets into more specialized skills - go for it! You are correct - the community should chill out and let you customize your game. Eric's comment during the episode about people who haven't even played SW trying to jam in the skills of their former favorite system before trying SW as it is was spot on. I think that's the reason the community jumps all over those kinds of comments straight away with the "DON'T DO THAT!" comments.
Starship systems (repair, weapons, flight control, piloting systems, shields) are many and varied. If skills exist for every single system, the party might feel forced to distribute the skills among all of the players (think about how every D&D party has to have a cleric). If you head down this path, I would recommend lots of testing of the ship handling system/skills to make sure they feel satisfying to the players. You wouldn't want them to become other dark holes into which players toss skill points for skills don't come up or don't feel satisfying.
Another note on this, a D&D 3.5 character sheet has 61 unique skills (including 3 for types of crafting, 12 for types of knowledge, 10 for different types of perform, 2 for professions). D&D 4e has 17 and 5e has 18. (For the record, SW has 23 without counting specific knowledge types - so, its more crunchy than 5e when it comes to skills I guess?). The designers at WotC have learned that too many skills is a problem. Even though 3.5e/Pathfinder fans believe more skills are better - their own system designers disagree.
So - before you think I'm jumping all over you, I'm not! Make new skills! Create! Share! Customize! Savage! But make sure that you're adding something that actually results in more fun for your players! If you aren't dial it back a bit, until you figure out the best way to provide the feel you want your players to experience.
Savage Worlds Characters Start out "too" Complete/Powerful as Novice Characters
This is a "problem" that I've always seen as an advantage. In games such as D&D which rely on increasing power/hit points frequently in order to show character progression, character backstories make very little sense. I once played an old greybeard wizard in a campaign where we started at level 1. My GM made me come up with some weird backstory about why he was only a level 1 wizard even though he was so old. I always hated that, because my wizard didn't know he was "level 1" - he was just an old wizard who could cast cool spells. Why did I have to modify or form fit my character's backstory in order to explain the mechanics of the system? There's another complaint in d20 systems about elves and dwarves who start off at level 1 despite the fact that they are 100-700 years old, but that's another discussion.....
That leads to this next comment......
Character Progression in Savage Worlds is less pronounced than in other systems (D&D)
This is an interesting aspect of SW that makes me love the system, but it has made it challenging to "sell" to my friends. I always felt that a character getting more hit points with levels as in D&D was somewhat silly - so I love the wound system of SW. Paris made a few comments stating that essentially, SW characters start out incredibly functional and don't get any real increases in power or capability. He said, "[Novice characters] are just too good, right off the bat...nothing seems impossible, which is fantastic in a one-shot, but in a campaign you really need a more measured approach to developing that character."
I don't feel like hit point growth, and skill expansion level by level is necessary to play a great game with a great story. Perhaps I've moved beyond that old-school video-game style power growth.... That said, RPG players do love these little gifts that systems give to them. Is this why people comment that "Savage Worlds isn't good for campaigns?" Whenever I hear that comment, I ask why and the commenter is dumbfounded. They can't put their finger on it, they can't explain why they feel that way but I think Paris is right. A character's capability progression is flatter than in any other system I have ever played.
What can we as Savage Worlds fans say when someone asks us: "What does Savage Worlds give you, advance by advance that acts as a reward for campaign play?"
I'm currently preparing to run my first longer-term game (6-10 sessions of a Sixth Gun game) with my friends locally and this will be my first experience with characters getting advances. I'd love to hear an episode about character progression and advances, how those are two different things and how other groups handle them.
Thanks guys for a great episode. Made me put my thinking cap on about these topics!
Posted by criticaleyerpg at 5:32 PM 1 comment:
Savage Worlds is NOT Simple
All over the place you hear the Internet evangelising Pinnacle Entertainment's Savage Worlds roleplaying game system. And why shouldn't they?
Savage Worlds is a capable setting-agnostic system that effortlessly handles any adventure you can dream up. A common theme among these evangelical ramblings is that people will tell you that Savage Worlds is simple. This description of the game is, in my view, both reductive and false. The following post is an effort to demonstrate exactly what I mean.
Before I get too deep into explaining just how crunchy Savage Worlds is - let me state that I am unapologetically a complete Savage Worlds fanboy. Full disclosure out of the way - let's begin debunking the rumors that Savage Worlds is "simple."
I work professionally as a software engineer. In my field we would use the term "elegant" to describe a system which demonstrates the properties Savage Worlds does. The system specifies rules for everything you need and nothing you don't. When a rule can't be defined to its fullest in the core book without violating its setting-agnostic nature, Savage Worlds gives a generalization that empowers the GM and player to adjudicate the situation with, well, elegance.
Gunplay
Gunfights and firearms in Savage Worlds are intricate and detailed and often times the rules related to specific weapons and their properties demonstrate their crunch. Here's an example touching only on the Rate of Fire of a weapon and how it affects character options:
Rate of Fire – the system provides a Rate of Fire (RoF) for each gun in the game which represents the number of rounds that can be fired in a round of combat. Independent of this is a property which defines a weapon as Semi-Automatic, Automatic, 3RB (capable of three rounds bursts), or none of these things. These values define whether or not the weapon is capable of participating in certain player maneuvers in combat.
For instance, a single-action revolver (not semi-automatic) cannot use the Double Tap but may participate in a Rapid Attack or Wild Attack maneuver (both described below). A Glock 9mm, which is semi-automatic, could be used for any of the three.
Double Tap – for those with semi-automatic weapons, a player can expend two rounds of ammunition for added accuracy and damage using this ability. This option is not available for pump shotguns or single-action revolvers.
Three Round Burst – like Double Tap on steroids, but only for weapons which have the special 3RB property.
Rapid Attack – Combatants with a semi-automatic weapon or a revolver may perform a Rapid Attack in which they fire up to six rounds at a huge accuracy penalty hoping to get some lucky shots in while draining the ammo in their weapon. This works with single action revolvers only when the character is not wielding two weapons because with a free hand a gunslinger can fan the hammer between shots. Rapid Attack cannot be combined with Double Tap, Three Round Burst or certain Edges.
Suppressive Fire – Suppressive Fire is an area-of-effect attack where an attacker using a weapon capable of fully-automatic fire (one with the automatic keyword) targets an area populated by enemy characters in hopes of pinning them down or damaging them. This maneuver chews up five times the weapon's RoF in ammunition which, (again) is defined independently of whether or not the gun is capable of automatic fire.
Called Shots – this doesn't have anything to do with RoF, but its cool and adds some flavor and combat options. Savage Worlds also supports called shots – where a player character targets the enemies weapon to disarm her, limbs, head, even vital organs – but remember, "The target must actually have vital areas, and the attacker must know where they are to gain this advantage."
Phew! And that's just a few things related to weapons and how their rate of fire and Semi-Auto / 3RB / Automatic properties interplay with one another. I didn't even discuss Armor Piercing rounds, incendiary rounds, weapon caliber, reloading different weapons, shotgun areas of effect or any other cool gun-related rules that you can find in the Gear section of the core book.
Armor in Savage Worlds is actually fairly straightforward. It provides a simple boost to a character's Toughness – the amount of damage that must be exceeded to actually damage a foe. Armor Piercing rounds ignore a certain number of points of armor. Weapons define this value on an individual basis.
To clarify, AP rounds do not cause you to ignore a certain number of Toughness, just armor. If a character has a Toughness of 7 and 2 points of that are from armor, AP rounds that ignore 4 points of armor don't reduce the target's toughness value to 3, they only reduce it to 5. … Unless of course, that Armor is Kevlar armor. Through the magic of woven fibers, Kevlar binds bullets and therefore ignore 4 points of AP rounds. In our previous example if our target was wearing Kevlar then the attacker would gain no benefit from a weapon with AP 4 rounds and would still need to deal more than 7 points of damage to harm his target. Simple, right?
Movement in Savage Worlds is very detailed. There are different speeds defined for standing, crouching, crawling, difficult terrain, and jumping. There is also an amount of movement that is consumed when you get up from prone – which boosts a character's Cover (see below!).
Cover, Lighting, and Obstacles
Like Movement, Pinnacle didn't slouch when it comes to providing rules for Cover. There are definitions for Light, Medium, Heavy, and Near-Total cover. These varying levels of cover provide steadily increasing penalties to attack rolls against targets hiding in these levels of cover.
In addition to the accuracy penalties that attackers take when targeting enemies in cover Cover, the type of obstacle the target is hiding behind boosts the target's armor. Glass windows, interior walls, car doors, heavy wooden doors, cinder block walls, brick walls, stone walls and more grant you varying armor bonuses from +1 to +10 in addition to the benefits of being in cover.
...and don't forget If targeting an enemy who is in dim light, darkness, or pitch darkness, there are additional penalties to accuracy. Keep this in mind when you are in combat in which cover, darkness, and obstacles are in play!
Cannons, Air to Air Missiles, Surface to Air Missile, and Anti-Missile Systems
I'm not going to say anything about this other than to say that Savage Worlds has sections for all of these things including another section for Anti-Missile Countermeasures. I think that's pretty awesome.
Airbags, and 4 Wheel Drive
There are a TON of great situational rules for vehicles in Savage Worlds, but I wanted to highlight a couple to show just how deep the system goes.
In the vehicles section of the Gear chapter rules are dictated for what happens to passengers in a vehicle in the event of an accident. That damage is halved if the vehicle is equipped with airbags, so you might want to take a second look at that Volvo station wagon.
Four wheel drive reduces the difficult terrain penalty for vehicle travel. This rule is fairly straightforward (dare I say "simple?"), but like the airbags rule it is specified, simply and clearly for anyone who might need it.
Taunt and Tests of Will
Taunts and Tests of Will are combat options that make combat more interesting. While not inherently complex, these options really add to the already long list of player options in combat that can help an outmatched party to overcome their foes.
Tricks include things like throwing sand in an opponents eyes or feinting left when you really go right. This causes the target of the trick to lose some of their Parry which makes them easier for your allies to hit.
A Test of Wills occurs when a character Taunts or Intimidates an enemy. When such a maneuver is successful, it grants the victor a bonus on follow-up attacks against that enemy, since the target is now intimidated or enraged.
Hindrances and Bennies
Players in Savage Worlds select Hindrances at character creation. These can be nervous ticks, hints at an interesting backstory, physical maladies, vices or any number of other flaws that make your character….well, more of a character. Lots of roleplaying games provide these kinds of options at character creation, and in most of these games this kind of stuff is forgotten before the first session begin and it simple Never. Comes. Up. Again.
Savage Worlds makes them stick. It does so by providing a game mechanic that players will definitely want to use: Bennies. When a player emphasizes their character's hindrances or makes a sub-optimal decision because of them – the game master flips him or her a benny.
Later when the dice don't go the player's way or when a character takes a ridiculous amount of damage they can exchange their bennies to re-roll or soak damage. Because of this "benny economy" the character hindrances come up again and again, which reinforces the roleplaying aspect of the character. It's truly a win-win for min-maxers and tabletop actors alike.
So there you have it. This article Is not intended to scare anyone away from the system. Quite the opposite in fact! Savage Worlds is not simple, its elegant, complete, and detailed. While I didn't cover the entire rulebook, I hope these few examples helped to demonstrate the depth the game brings to the table.
It can be every bit as crunchy as you want it to be. There is an incredible amount of information crammed into the small form factor 200 page core book!
The game doesn't feel heavy at the table. It feels simple! It feels easy! It feels like you're doing less bookeeping (because you are)! Its no wonder so many people (mistakenly) say that it's simple. Despite its depth the game feels lightweight and easy.
What do you think? Am I wrong? Share your thoughts in the comments!
Posted by criticaleyerpg at 7:47 PM 2 comments:
Labels: d&d, DnD, game, gaming, pathfinder, RPG, savage worlds, savageworlds, table top, tabletop
Death and Dying Through the Ages
Dungeons and Dragons has undergone a great number of changes over the years - and some rules seem to get attention in each revision (Grapple - we're looking at you). This blog post is going to explore the rules for death and dying in D&D using only TSR/WotC's printed books as sources. Why not start with the current edition and work backwards?
Fair warning - I've only played 3.5e, 4e, and 5e personally. I guess I played a AD&D 2e one-shot, but I can't really count that. Long story short, I'm hardly a D&D expert, so if I've made an error let me know. :D Please remember I'm only using the books as they are published - no errata, no websites, no Dungeon or Dragon magazines.
Fifth Edition (2014)
In 5e, the death and dying rules appear on page 197 of the Player's Handbook.
Instant Death
Instant death occurs when an attack drops you to zero hit points and enough damage remains that equals or exceeds your hit point maximum. While this may seem harsh - instant death will not occur frequently. The proper blend of a boneheaded PC and a harsh DM - sometimes combined with an unfortunate case of ghoul-induced paralysis could lead to death - but if you are keeping your wits about you instant death should be avoidable.
Going Unconscious
If by some unfortunate set of circumstances your PC takes enough damage to drop to zero or fewer hit points without killing you outright your character falls unconscious. If you regain any number of hit points you regain consciousness. Simple enough.
Death Saving Throws
If your turn begins and you are unconscious you make a death saving throw. No modifiers apply (unless magic or special character features are at work). Roll a d20, if you roll a 10 or higher you gain a success and if you roll a 9 or less you gain a failure. Single successes or failures mean nothing by themselves. If you collect a total of three failures - you're dead. :(
An ally can stabilize another creature using his or her Action with a DC10 Wisdom (Medicine) check.
If no ally stabilizes you, all is not lost. After collecting a total of three successes you become 'Stable' - this means that you no longer have to make death saving throws, however stable creatures do not regain consciousness. A player who is stabilized but never healed regains one hit point.
Taking Damage at Zero HP
If you take damage while you have 0 hit points, you gain a death saving throw failure - if the hit is a crit you gain two death saving throw failures. If your PC was stable and then took damage, they are no longer stable.
Fourth Edition (2008)
Fourth editions death and dying rules are found on page 295 of the PHB.
Your character will die instantly in 4e if you take enough damage to reduce your HP to zero and then take enough additional damage equal to your character's bloodied value (1/2 your total hit points), you die. In 4e unlike in 5e, you continue to track damage to your PC after death. So if you had 5 hit points and took 8 points of damage you would be at -3 HP.
Saving throws in 4e are a little bit different than they work in fifth edition, and in many ways they are simpler. When you are unconcscious you must make a death saving throw at the end of each of your turns. Any value under 10 is a failure, a 10-19 means that nothing has changed, and a 20 means you gain a healing surge (1/4 of your total HP) above zero and regain consciousness.
Its still important to keep track of your failed death saves in 4e. If a player fails three death saving throws before taking a short or long rest you die. That means that these failures can come in any order, during different periods of unconcsciousness or even different combat encounters.
Regaining HP
If you are dying and receive healing of any kind - your PC goes to zero hit points and you gain the number of hit points prescribed by the healing effect and regain consciousness.
3.5e (2003)
In 3.5e, the healing rules are found on page 145 of the PHB.
Three-five has the concept of Massive Damage. If you sustain a hit that deals 50 or more points of damage and somehow you survive this massive blow you have taken......MASSIVE DAMAGE. You must make a DC 15 fortitude save and if you fail you die - regardless of how many hit points you may have in reserve.
Yep. Save or die. Thanks for that 3.5e. My 14th level Paladin, servant of Pelor, defender of the Realm of the North, protector of the faith and hero to the people of North Coast, a character I have cultivated for three-and-a-half years is dead. Thank to a single die roll.
Hit Point States
In three-five characters can be in a few hit point states:
Disabled: 0 HP. A disabled character is not unconscious, but is close to passing out. In this state you may only move or take a standard action per turn, but not both - nor can you take a full-round action. Move actions carry no penalty - but take any standard action (or any action the DM declares strenuous) and you to take 1 hit point of damage. If the action did not heal you you are now at -1 HP and you are dying.
Dying: -1 to -9 HP. When you are dying you fall unconscious and can no longer take actions. Each round you are in the Dying state you take 1 HP of damage. This continues until you die or are stabilized.
Dead: -10 HP or fewer. Well - that escalated quickly. And now you're dead.
Stable Characters in 3.5
For each turn after a character transitions into the Dying state the player must roll a d%. He has a 10% chance of becoming stable. If he does not, the character takes 1 point of damage. If this occurs and a PC now has -10 HP, he is dead.
In order to prevent this cycle, a Dying PC can be stabilized using a DC 15 Heal skill check. This stabilization does not zero out his negative HP bonus, it just prevents him from losing any more points.
Another way to become stable is to heal any amount of HP. If you also regain enough HP to be at zero hit points, the character is considered to be in the Disabled state and becomes conscious. If the character is healed to one or more hit points makes the character fully functional again.
There is also a series of rules about recovering from damage with the care of a healer tending to their needs that invovles a bunch of percentage die rolls - while this is interesting I'm not going to cover it in detail here. Check it out in the 3.5e PHB on page 146.
Advanced Dungeons and Dragons 2e (1989)
In AD&D 2e, the death and dying rules are located on page 137 and 141. I'm using the second printing from 1995, so your book may be different.
Hit Points
In AD&D, hit points are pretty simple. When you have hit points you are alive, and when they are gone you are dead. Page 141 puts it pretty succinctly: "When a character reaches 0 hit points, that character is slain. The character is immediately dead and unable to do anything unless some specialized magical effect takes precedence."
Massive Damage
As in 3.5, we see the Massive Damage rule in AD&D 2e. Again, a single attack dealing 50 or more points of damage causes the player to make a Save vs Death (saves were very different in old timey editions). If the save vs death is failed, the character dies. End of story.
Poison is nasty in old school editions. If a character is killed while poisoned and the poison still exists in his or her system for some period of time beyond his death. If the poison is not dealt with and the character is revived, they will immediately begin to take damage again from the poison.
Update Aug 13, 2017: Twitter user @merricb pointed out that a very popular optional rule at many AD&D tables is the 'Hovering on Death's Door' rule which allowed players to go into negative hit points. I wondered why I hadn't seen this rule and it turns out its in the Dungeon Master's Guide on page 104 of the second printing. Thanks Merric!
This rule is similar to the 3.5 rules - when you reach zero or fewer hit points you fall unconscious, and then lose 1 HP each round until you hit -10 HP at which point you die. Allies could use their round to patch up a fellow party member to stop the bleeding and prevent them from slipping into death's waiting grasp - or "....if a cure spell of some type is cast upon him, the character is immediately restored to 1 hit point - no more." The Heal spell had its normal effect. In all cases a caster who went unconscious forgot all of his prepared spells due to the stress of the event.
In 1st Edition Advanced Dungeons and Dragons when you ran out of hit points, you died.
In AD&D, there isn't a section for death or dying, but the 'damage' rules are on page 105. It simply states the following: "Damage is meted out in hit points. If any creature reaches 0 or negative hit points, it is dead. Certain magical means will prevent actual death, particularly a ring of regeneration."
These rules are clear, understandable and unflinchingly rigid....unless you have a magic item that lets you cheat death. Thats so OSR.
Dungeons and Dragons, White Box (1974)
I am lucky enough to have a copy of the booklets from the White Box. I have not been lucky enough to have played in a game of White Box D&D. The title of the booklet that serves to describe what would later be called the Player's Handbook is as follows:
"Dungeons and Dragons: Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures, Men and Magic, Volume 1 of 3 Booklets." It took us a while to whittle that mouthful down to what we call it today: a role-playing game.
On page 18 of this booklet it explains hit dice. Rather than try to interpret or retell what is written there, I've just typed it in exactly as it appears in this book.
"Dice for Accumulative Hits (Hit Dice): This indicates the number of dice which are rolled in order to determine how many hit points a character can take. Plusses are merely the number of pips to add to the total of all dice rolled not to each die. Thus a Super Hero gets 8 dice + 2; they are rolled and score 1, 2, 2, 3, 3, 4, 5, 6. This totals 26 + 2 = 28, 28 being the number of points of damage the character could sustain before death. Whether sustaining ccumulative hits will otherwise affect a character is left to the discretion of the referee."
Simply put - your character gets a number of hit dice. Those dice are rolled at character creation and thats how many points of damage you can take before death. If you take more you are dead.
Dungeons and dragons has certainly taken a few different approaches to how to handle character death. Each edition seems to make PCs more death-resistant, more durable, and more save-able. I'd like to think that its because PCs today are more important to us than they were in 1974. Maybe that's true, but maybe not. As Dungeon Masters (or referees as we would have been called back in 1974) and players - we stand on the shoulders of those amazing PCs and NPCs that braved actual death in each combat encounter to help shape our game. Some of them even became parts of the lore that we now think of as canon when at one time they were just characters in someone's home game.
I hope that you've enjoyed my brief synopsis of the death and dying rules through the ages. Did I miss anything?
Posted by criticaleyerpg at 10:55 PM 1 comment:
The latest version of Campaign Encyclopedia is out now! Lots of bug fixes centered around the Graphical view of the tool. Big shout out to Keith DeRuiter for helping with this feature!
You can check out the release notes here.
Map Monday 2 - The Known World of Arim
For #mapmonday, here is what's known of Arim, the world of my current campaign.
Its just a mechanical pencil drawing on graph paper I printed on my laser printer. Then I scanned the drawing and darkened up some of the lines using photo editing software to give them a bit more contrast.
Have yet to do any ocean detail or color for this map, although its not out of the question for the future.
Posted by criticaleyerpg at 11:30 PM No comments:
Map Monday 1 - A Humble temple
For #mapmonday here is a simple map of a humble temple of Ioun, goddess of knowledge, prophecy and skill. This temple is not vast or especially grand. The long brown blocks represent shelves jammed full of tomes, scrolls and other recorded history, knowledge and magic. The Green rectangles are couches, benches, overstuffed chairs and the like.
Up the spiral stairs are three office spaces with desks, (this is starting to sound like a real estate listing). More shelves hold more tomes and ancient, unreadable texts that Ioun's followers study to attempt to divine their true meaning.
The stairs down descend to a crypt where Ioun's revered are buried - valiant and loyal clerics, priests, and paladins who have served their mistress well.
I ran this map last week, and it worked out really well - the alcoves with the sarcophagi in them provided excellent cover for both my casters and the party's rogue who made good use of hiding. Thanks to 5th Edition's allowance of mixing up your move with your attack, it made for a great fantasy "gun battle."
Feel free to use this map in your campaigns or plainly rip it off and improve on its design - it is my own work and may be used for any purpose, although I'd appreciate some attribution ;)
I plan to do the occasional #mapmonday post just because maps are so cool and useful. Its always good to horde a stack of maps, you never know when one might be just what you're looking for.
Posted by criticaleyerpg at 6:30 PM No comments:
Literally ANY Distraction Will Do
I simply cannot focus on putting together the D&D session for my group this week. Why don't I post one of my campaign's maps instead? That should provide an adequate distraction for about 6 minutes.....
Can't focus on this week's #DnD session....how 'bout a #map? #dnd5e #rpg pic.twitter.com/pGefZVeTdo
— critical eye rpg (@criticaleyerpg) October 13, 2015
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