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Savage Worlds Character Sheet
- 1 Character Sheet Overview
- 2 Common Sheet
- 3 Main Sheet
- 3.1 Attributes
- 3.2 Derived Statistics
- 3.3 Tracker
- 3.4 Attacks
- 3.5 Powers
- 4 Skills Sheet
- 5 Inventory Sheet
- 6 Notes Sheet
- 7 Powers Tab
- 8 The Mini Sheet
Character Sheet Overview
The Savage Worlds character sheet is comprised of several individual sheets organized by tabs along the right hand side. The sheets contain the following information.
- Main: Edges, Hindrances and Abilities. Also Character's race, age, description and allies
- Traits: Attributes, Derived Stats, Skills, Wounds and Fatigue tracker, XP and languages
- Combat: Details of combat actions
- Powers: Details of all Powers known to the character.
- Inventory: Equipment carried, equipped or used by the character split across a number of tabs as well as accumulated currency and details of encumbrance.
- Notes: Character notes
It is possible that there will be other tabs here; for example if you are using the Savage Worlds Adventure Deck then a new tab will appear on the character sheet allowing cards to be viewed and used.
At the top of each sheet remains a static section shown on the graphic to the right. Details of this section follow:
- Name: Click on the line to enter a name for the character.
- Wild Card: Note the symbol to the right of the name. The exact icon which appears will depend on the setting being used but in all cases this indicates that the character is a 'Wild Card'. Right click over this icon to bring up a radial menu from which you can toggle the wild card on or off and also select the default wild card dice (usually a d6).
- Setting: Click on the line to type in the setting in which the character will be playing. The small icon next to this can be clicked on to bring up a small dialog box. This can be used to type in modifiers for this particular setting. Click on the line to type in the name of the modifier and use CTRL+mouse wheel to increment or decrement the modifier or simply type in a value. The value can be positive or negative. To add more modifiers right click and select 'Create Item' from the radial menu. To delete a modifier right click and select delete from the radial menu. The modifiers here do not directly impact on any other part of the character sheet and should be seen as informative rather than active.
- Race: To populate this line it is suggested that the race be dragged and dropped here from the source material. For example open the Savage Worlds player guide and click on the 'races' section. Now click and hold on the small icon to the left of the race you want to play and drag it to the race line in the character sheet. The benefit of this is that this creates a link to the source material for future reference. The name of the race can now be edited without disturbing the link - for example dragging in 'Dwarves' can be edited to the more aesthetic 'Dwarf'. If you change your mind a new race can be dragged in and this will overwrite the entry and create a new link. If drag/drop is not available then the race can simply be entered by clicking and typing a name. No other part of the character sheet will be directly impacted by creating an entry here.
- Rank: Click on this line and type in a rank for your character. Savage Worlds recognises 5 ranks, being Novice, Seasoned, Veteran, Heroic and Legendary, however the name on the character sheet rank can be anything that you want.
- Character Summary: This small dialog can be opened by clicking on the '+' icon at the end of the 'Rank' line. It shows a summary of the points which the character has invested in attributes and skills as well as the number of edges and experience points (EXP) earned and any Hindrances that the character has. The 'Rank here will equate to one of the ranks recognised by Savage Worlds. So, for example, a character with 26 XP will have the 'Seasoned' rank but on the character sheet she might have the rank of Sergeant. Additionally this summary dialog will also show the number of advances available to the character.
- XP: This box shows the number of experience points that the character has earned. Both GM and players can edit this figure either by clicking and typing in a value or by CTRL+mouse wheel up or down. Fantasy Grounds will track the XP and will note in the character summary (see above) what the character's rank is and how many advances the character has. XP is usually awarded by the GM at the end of each gaming session.
- Bennies: The 'Bennies' (slang term for 'benefits') box shows how many of these the character has left. The actual amount of Bennies the character has will vary according to a whole range of factors. A player can right click over the Bennies box to bring up a radial menu which allows for the player to use Bennies to either make a reroll, soak wounds or remove shaken. See below for details on shaken and wound soaking. If the character has no Bennies left no roll will be made. Note that players cannot directly edit the amount of Bennies; only the GM can do that.
- Portrait: By clicking on the box next to the 'Bennies' box the player or GM can open up the portraits dialog. From here a portrait for the player can be selected either by dragging and dropping into the portrait icon or by double clicking a portrait in the dialog. The small speech bubble at the top right of the portrait can be used by the GM to add this character to his list of 'speakers'. Likewise a player who is controlling more than one character can use this to select which of the characters will 'speak' when she types in chat.
- Token: To give the character a token open the 'Tokens' dialog from the menu down the right hand side of the main interface and drag a token onto the small icon at the top right of the character sheet. Generally this will be done by the GM but if tokens have been shared with players it is possible for them to do this as well. Note that if a portrait has already been selected then the space for the token will already contain a smaller version of the portrait. This can be overwritten by dragging in a token; it can also be cleared by right clicking and selecting 'clear token' from the radial menu. Tokens are used to represent the character on the Combat Tracker and on any battlemaps. NOTE: If the GM has selected the option 'No Power Points' to 'Off' and the character has selected an Arcane Type then the Token icon will not be visible. To allocate a token 'No Power Points' should be set to 'On', a token allocated and then the option reset back to 'Off'.
- Power Points: This will only appear if the conditions stated above are true. It simply shows the total power points and the amount the character has left. Both boxes can be edited by player or GM. The amount of power points granted and/or used is not automated in the character sheet.
- Mini Sheet: Finally players can click on the small icon to the bottom right of this section of the character sheet to open the mini sheet. More information on the mini sheet is given below.
This sheet contains most of the important information relating to the character.
- There are 5 attributes, Agility, Smarts, Spirit, Strength and Vigor.
- Attributes are expressed in terms of a dice value starting with the lowest being a d4 and ascending through d6, d8, d10 and capping at d12. Starting character's attributes all default to a d4.
- Each point of increase or decrease changes the value of the dice by 1; so a value of d6 can be increased by 1 point to a d8 or decreased to a value of d4.
- It is possible to increase the d12 by one or two points. This does not add any further dice however but simply one or two points. Such an increase is shown as a small bubble with the appropriate value in the bottom right of the dice.
- To edit an attribute dice hover over the dice icon and use CTRL+mouse wheel up or down to change the value.
- An attribute can also have a value assigned by right clicking over the dice beside the attribute and selecting 'Assign Dice' from the radial menu.
- Attribute dice can have bonuses assigned to them by right clicking and selecting 'Bonuses' from the radial menu. This brings up a small dialog. Type in a description of the bonus in the line provided and assign a value (either negative or positive) by CTRL+mouse wheel up or down or by typing a value directly into the box. Additional bonuses can be added by right clicking in the dialog and selecting 'Create Item' from the radial menu. Existing bonuses can be deleted by right clicking on them and selecting 'delete item' from the radial menu.
- The accumulated result of any such bonuses (whether negative or positive) will appear next to the attribute dice as a small bubble with the value of the bonus in it.
- Attributes can also be boosted or lowered by right clicking over the dice and selecting 'Boost/Lower' from the radial menu. Boosting a dice by one increases the dice to the next highest level. For example a d6 would become a d8. A small green arrow will appear to show that the dice has been boosted. If it is boosted a second time then two green arrows will appear. A lowered dice is shown with a red arrow or if lowered twice with two red arrows. Boosting a d12 will show the green arrows and a small bubble with +1 or +2 in the lower right of the dice. A d4 cannot be lowered. Boosted and lowered dice can be reset by selecting the 'default' option from the 'boost/lower' radial menu.
- To make an attribute roll double click on the dice or click and drag the dice into the dice roller.
- Note that when making such a roll Fantasy Grounds knows that the character is a 'Wild Card' and will roll the additional d6 that this state allows.
- Furthermore if either or both of the rolls comes up with an 'Ace' (a maximum value such as a 6 on a d6) Fantasy Grounds will automatically make the additional roll (and will continue making any further rolls should the 'Ace' dice also be an Ace).
- Fantasy Grounds will then show the final dice roll in chat, taking the highest value of all the dice rolls.
- Any numerical bonuses to the particular roll will be added to the final result.
- For example if a character with an agility of d10 with a bonus of +1 makes an agility roll then a d10 and a d6 are rolled. If the d10 came up with a 4 and the d6 with a 6 then the d6 is rolled again. If the result of that is a 2 then the 6 is added to the 2 before the bonus of 1 is figured in for a final total of 9.
The numbers on this part of the sheet are dependant upon or derived from certain aspects of the character's attributes, hindrances or edges. In each case the 'Base' value is shown down the left hand side. The numbers found to the right of the statistic's name is the base value as altered by any modifiers and is the value which is used when any of these statistics come into play.
- This is the character's movement speed and it defaults to six.
- The number in the box cannot be directly edited but modifiers can be applied which will alter the final value.
- To add, delete or edit modifiers right click on the number in the white box and select 'Modifiers' from the radial menu to open the modifiers dialog.
- Add a modifier by typing in a description in the line provided and then edit the number in the box either by CTRL+mouse wheel or by clicking in the box and typing a number.
- The number can be positive or negative.
- To add another modifier right click within the dialog and select 'Create Item' from the radial menu.
- To delete a modifier right click on it and select delete from the menu.
- Note the small tick box to the left of the modifier. This can be used to switch the modifier off or on.
- For example suppose you wanted to create a Dwarven character. Dwarves have a Pace of only 5 so a modifier would need to be created to reduce the default value by 1 point as shown on the graphic to the right.
- The final value for Pace will be the accumulated bonuses or penalties as applied to the default value of 6.
- Parry is a measure of how hard your character is to hit.
- It's base value is 2 plus half of your character's fighting skill. If your character has no fighting skill the base value will be 2.
- Fantasy Grounds will automatically calculate the base value.
- Should the fighting skill increase or decrease or be modified in any way, Parry will be dynamically updated by Fantasy Grounds.
- In addition to base value Parry can also have bonuses from a shield or from certain weapons. Such bonuses are not calculated automatically by Fantasy Grounds and so modifiers will need to be created for them.
- To create, edit or delete a modifier for Parry right click on the number in the white box and select 'Modifiers' from the radial menu.
- In the modifiers dialog type a name for the modifier and enter a value (either positive or negative) by CTRL+mouse wheel or click and type a value.
- Add new modifiers by right clicking in the dialog and selecting 'Create Item'.
- To delete a modifier right click on it and select 'Delete Item' from the radial menu.
- Note the small icon to the left of the modifier which can be used to switch the modifier off or on.
- Note also that if the character has a numerical bonus to a stat used in calculating Parry, half of the fixed modifier is added rounded down. So, for example, a fighting skill of d12 + 1 adds 6 to Parry whereas if the skill is d12 + 2 then 7 is added.
- The toughness statistic shows the target number that is required for a damage roll to cause harm to the character.
- The base calculation is 2 plus half of the character's Vigor.
- As with Parry Fantasy Grounds calculates the base value and will dynamically alter the value if Vigor should ever change.
- Note the additional small box to the left of the Toughness total box. This is the character's armor box.
- If the character has armor in his inventory that armor and it's associated bonus is added automatically to the armor modifiers box but the bonus is not applied.
- To view the armors right click over the small box with the shield icon and select modifiers. This will then bring up a dialog with all of the armors listed together with their potential bonus.
- Entries in this dialog can be edited, deleted and added to in the same way as the dialog for Parry and Pace.
- Players can then use the small check box to the left of the armor to select which armor that the character is actually wearing. Note the character can only wear one type of armor at a time. Armor bonuses (even those which cover a specific body part only) do not stack. For example in the graphic to the right the player has the choice of one of the three armors which the character owns. He should not select more than one of the armors. NOTE: Fantasy Grounds will not prevent the player from selecting multiple armours.
- If any armor is worn then the total bonus from that armor is shown in the small armor box as well as being added to the Toughness total.
- This armor value is then used by Fantasy Grounds when calculating damage caused by weaponry which has an armor piercing value. For example if a character is wearing armor which adds a bonus of +2 to his toughness and gets hit by a projectile which has an armor piercing value of 1 then one point of his armor (and therefore his toughness) is ignored when calculating whether the character was hit or not.
- Fantasy Grounds also uses the armor value when calculating hits from area of effect weapons or spells which negate armor.
- Apart from armor Toughness can include bonuses from a number of different sources.
- Such bonuses are not automatically calculated and the player will need to include the bonus as a modifier to the stat.
- To add, edit or delete a bonus right click over the white box and select 'Modifiers' from the radial menu.
- The procedure for such adding, editing and deleting is the same as for Parry (see above).
- As with modifiers to all derived statistics a small check box can be used to switch the modifier on or off.
- If Vigor exceeds a d12 the calculation of Toughness is the same as for Parry (see above).
- Charisma is a measure of a character's appearance or likeability.
- It has a value of 0 unless the character as any hindrances or edges which impact on this statistic.
- All such modifiers are entered into the character sheet in the same way that those for Parry, Toughness and Pace are.
This area of the character sheet is used to track some important information about the character's state of health.
- When damage is rolled against a character Fantasy Grounds will automatically calculate the result of that damage.
- If the result is that the character suffers one or more wounds then that number of wounds is automatically checked off the character sheet. (See also 'Soak' below).
- Players can also add or remove wounds by clicking on any of the check circles in this area of the character sheet.
- If one or more wounds are recorded here, and provided the GM has set the option 'Auto-apply penalty: Wounds', then Fantasy Grounds will automatically make all Trait (attribute and skill) checks with the relevant penalty. NOTE: wounds also cause penalties to movement but Fantasy Grounds does not automatically apply that penalty to the character sheet.
- Wounds are not automatically removed when, for example, the character is healed. Recovering wounds needs therefore to be done manually.
- A variety of circumstances can have the effect of making the character suffer from fatigue.
- Fatigue is not automatically applied or removed by Fantasy Grounds; it is a manual operation done by the player.
- To apply or remove fatigue click on the circles.
- Each level of fatigue causes the character to make all Trait checks at a penalty of -1 per level. Such a penalty is automatically applied by Fantasy Grounds when any appropriate roll is made provided that the GM has set the option 'Auto-apply penalty:Fatigue'.
Shaken and Incapacitated
- The shaken and incapacitated icons can be toggled on (lit) or off (greyed out).
- If a character is damaged sufficiently in combat to cause them to become shaken then the shaken toggle will be lit up.
- Similarly if a character suffers sufficient wounds or fatigue to incapacitate them then the incapacitated toggle will be automatically switch on.
- Both states can also be toggled on or off manually by clicking on them.
- If the character is shaken and she uses a Benny to remove shaken then the shaken toggle will automatically be switched off.
- If the GM has the option 'Auto roll Shaken recovery' set to 'All' or 'PC only' then when the character's turn comes up on the Combat Tracker a Spirit roll will automatically be made and if a success the Shaken status will be removed.
- If this option is not set then the Shaken status will not be toggled automatically if the player makes the Spirit check.
- Similarly if the GM has set the option to automatically roll Incapacitated status then a Vigor roll will be made as soon as the character becomes Incapacitated. A roll will automatically be made on the Injury table and the result output to chat.
- Clicking on this button will cause the character to use a Benny to make a Vigor roll in an attempt to remove (or soak) wounds she is about to receive.
- If the character has no Bennies left a message to that effect will be displayed in chat and no roll will be made.
- After the result of the hit is known but before the result is applied from the Combat Tracker the player may click on the soak button to make the soak attempt. Fantasy Grounds will then make the roll and apply the result to the damage line in the Combat Tracker. Fantasy Grounds will determine the success of the roll and remove any wounds 'soaked' and if appropriate also remove the shaken status if already present.
- For example let's say the character already has one wound and is shaken from a previous hit. He gets damaged again for two wounds and decides to use a Benny to 'Soak' the fresh wounds. He clicks on the soak button and rolls sufficiently that the two fresh wounds get negated and it also wipes his shaken status. The GM then applies the result and the shaken status is automatically removed and the fresh wounds are not applied. The wound he had at the start however isn't changed.
- The attacks section of the main sheet can be accessed via the 'Attacks' tab in the middle left of the sheet.
- Any weapons which the character has in her inventory, and has the check box for weight ticked will be listed here with all of the information needed by Fantasy Grounds to make attacks.
- Attacks can be deleted from here by right clicking and selecting 'Delete Item' from the radial menu. If the item is also an inventory item carried by the character it will be deleted from the inventory as well.
- New attacks can be created here by right clicking on the sheet and selecting 'Create Item'. Items created here will not be added to the player's inventory unless the item is marked as equipment.
- Right clicking on an attack will bring up a radial menu one of the options being to toggle the item as equipment. Marking the item as equipment will also enter it in the character's inventory. Marking an equipped item as non equipment will remove it from the character's inventory.
- A small letter 'E' will appear in the upper left of the weapon icon to the left of the name if the attack relates to an equipped item.
- The small star to the extreme left of the weapon line is a toggle which will add or remove this attack from the mini sheet. Click on the icon to toggle this on or off.
- The small icon to the right of each attack line can be clicked on to bring up a dialog with information on the attack. Any of the fields in this dialog can be edited.
- The graphic on the right shows a number of different attacks chosen to illustrate most of the principles of what might be present in a list of attacks.
- To the immediate left of the attack name is a small icon which varies according to what type of attack it is. The three possibilities are thrown, like the throwing axe; Ranged, like the Colt and Melee, like the sword.
- The type of the weapon can be changed by right clicking over the icon and selecting 'Type'. This is useful, for example, when an attack relates to a weapon that might be used both as a melee or a thrown weapon such as a dagger.
- Modifiers can be added to the attack by right clicking over the attack icon and selecting 'Bonuses'.
- This will open a dialog box with a new line. Bonuses can be added, edited and deleted from this dialog.
- To add a new bonus right click in the dialog and select 'Create Item' from the radial menu.
- To delete right click over an existing modifier and select 'Delete item'.
- Modifiers can be positive or negative.
- The net result of any modifiers is shown in a small bubble with the number in it to the lower right of the attack icon.
- If the weapon is ranged or thrown there will be an entry in the 'Range' column showing the ranges for close, medium and long range. Fantasy Grounds cannot calculate range automatically so the user will need to factor these into attacks and use the modifiers button in the bottom left of the UI to make any necessary adjustments.
- The next column shows the damage which the weapon does.
- In the case of melee weapons or attacks the damage will be the character's strength attribute plus another dice which varies with the power of the weapon. If the normal weapon damage is higher than the character's strength then the second dice in this box will be restricted to the same as the strength. For example a throwing axe has damage of strength + d6. If the character's strength is only d4 then the damage will be restricted to d4 + d4. On the other hand if the character's strength is d8 then the dmage will be d8 + d6.
- For ranged weapons, such as the Colt in the graphic to the right, damage is fixed and is not dependant on any attributes of the character.
- If the weapon has any armor piercing qualities a small icon will appear here showing that fact (see ammunition).
Rate of Fire
- The next column shows the Rate of fire (RoF) of the weapon. This represents the number of dice that can be used to attack with the weapon. If, for example, a character with a shooting skill of d8 fires a weapon with a RoF of two then the character can shoot 2d8 as well as his one Wild card die. The character can elect to fire each shot at a different target and can choose which attack he uses his wild card die with.
- In order to ensure that only one such wild card dice is used, temporarily toggle the wild card off (see Wild Card) whilst making any attacks for which the wild card dice isn't needed.
- If all of the shots are being made at one target it is possible to drag the dice, right clicking to add one more shooting dice for each shot and drop them into the dice roller or onto the target. For example suppose a character wanted to fire all three shots from a RoF 3 weapon at the same target. He could click and hold over the weapon attack, this will pick up the shooting dice and the wild dice. By right clicking twice he can now add two more 'shots' and then drop all of the dice onto the target. Fantasy Grounds will compute each hit separately applying any Aces and only rolling one wild dice to one of the shots. This won't work if the shots were to be allocated amongst 2 or three targets.
- Any special information about the weapon will be given here.
- If a weapon uses ammunition, such as the Colt in the graphic above then an entry will appear directly below the damage box.
- The small icon on the left of the ammunition line can be clicked on to expend one item of ammunition.
- Right clicking on this icon will bring up a radial menu where the user can select ammunition use for a number of different situations such as double tap or burst fire.
- To the right of the icon are two boxes which show the amount of ammunition left in the weapon and the maximum ammunition usually found in a clip of ammo for the weapon. In the case of the Colt in the graphic for example a clip of ammo for it contains 7 rounds. The 7/7 shows that the weapon has a full clip with no shots fired. Clicking once on the bullet icon will reduce the figures to 6/7 showing one bullet has been fired.
- Note that Fantasy Grounds does not deplete ammunition dynamically nor does it detect that ammunition is all used up and so users can continue to attack even if ammunition for a particular weapon is depleted.
Making an attack
- To make an attack double click on the melee/thrown/ranged icon next to the attack name. You can also left click on the icon and drag the resulting dice into the chat box. Both of these methods will only function correctly if a target has been properly selected.
- As an alternative users can click on the icon and drag the dice and drop the them onto an enemy on the Combat Tracker or on a map.
- Fantasy Grounds will automatically use the correct skill for the attack, depending on the type of attack. For example if the character has the shooting skill then shooting will be used by Fantasy Grounds for any attacks involving a ranged weapon.
- If the character does not have any skill in the attack type then 'Unskilled' will be used to make the attack.
- If the character has any bonuses or penalties to the attack, such as from having wounds or because the weapon is magical, those modifiers will be automatically figured into the attack.
- Modifiers which stem from other sources such as low light or long range will not be automatically detected and the player would need to figure any such penalties out and add a modifier to the modifiers box before the attack is made.
- Once the attack has been made Fantasy Grounds will then calculate whether the attack hits or not. Depending on what options the GM has set you will be informed of the result either in chat or by the GM.
- If the attack exceeds the target number required by 4 or more (a raise) then the +Damage button beside the modifiers box in the bottom left of the UI will light up.
- To make a damage roll double click on the damage dice box or drag the dice into the chat box. These methods will only work if a target has been properly selected.
- As an alternative the damage dice can be dragged and dropped onto an enemy in the Combat Tracker or on a map.
- If the weapon has the armor piercing modifier Fantasy Grounds will automatically take that into consideration when determining the amount of damage which gets through to the target.
- If the character got a 'raise' with the attack roll the additional d6 damage will automatically be added.
- Any 'Aces' will automatically be rolled and the result of all the dice rolls will be displayed in chat. (How much detail players see in chat will depend on what options the GM has set).
- Damage is then computed automatically by Fantasy Grounds.
Creating a sub-attack
- By right clicking on an existing item and selecting 'Create sub-attack' a new line for the same weapon will be created.
- This allows for situations where an attack might have different statistics depending on the situation or circumstances.
- For example a sword might be usable in one or two hands with more damage being dealt if wielded in two hands.
- Similarly a firearm might use different types of ammo, each of which do different damage or have modifiers such as armor piercing.
- Creating a sub attack does not create a new item in the character's inventory.
- Once created give the attack a descriptive name so that it is distinguishable from the original and then click on the small icon to the right of the sub attack to bring up the editing dialog.
- Any of the fields in this dialog can now be edited to reflect the changes necessary.
- To delete a sub-attack right click over it and select 'delete item' from the radial menu.
- Making an attack and dealing damage with a sub attack is done using the attack icon and the damage of the sub attack in the same way as described above for the original attack.
Creating a New Attack
- Users can right click in the attacks sheet and select 'Create Attack' to add a new attack.
- Type a name into the new line that appears and then click on the small icon to the right of the line to open the editing dialog.
- Edit the fields to include whatever information is needed for the weapon.
- Once complete the weapon will appear in the attacks section complete with all the necessary attacks, ammunition and damage as necessary.
- This attack will not automatically appear in the users inventory. To make the attack a piece of equipment right click over the attack icon and select 'Mark as Equipment' from the radial menu.
- Weapons created in this way can be added (by the GM) to the weapons section of Items by drag/drop. However it is recommended that weapons be created in Items rather than in player's attack list.
- Players can access this area by clicking on the 'Powers' tab in the middle of the Main section of the character sheet.
- If powers have already been selected using the Powers tab from the right hand menu then this area will already be populated.
- If an 'Arcane Type' and Powers are selected here then the information in the Powers tab of the character sheet will also be updated.
- If no 'Arcane Type' has yet to be selected then a drop down menu will be here allowing for selection of one.
- Once an Arcane Type has been selected the window will change and (if the option is set by the GM) the power points box will appear at the top of the Main sheet.
- Populate the powers area by drag/dropping from the source material.
- Powers can also be added by right clicking and selecting 'Create Power'.
- Powers which have been dragged and dropped here will have a small icon at the right of the line which is a link to the source material. Created Powers will have a small book icon in the same place which can be clicked to open the editing dialog for the power.
- Each Field in the power can be edited by clicking and typing in a new value. Damage dice can be edited by middle mouse clicking over the damage box.
- Sub Powers can be created in the same way as sub attacks by right clicking over a power and selecting 'Create sub-power'.
- The small star icon at the extreme left of each power can be use to toggle the power's appearance on the mini sheet.
- Right clicking on the power symbol to the left of the name will bring up a radial menu. From here the user can select to add any bonuses to the power, delete the power or change its type.
- Each power line has a symbol to the left of the name which can be used as it's 'attack' button.
- The type of symbol will depend on the type of Arcane Power skill the character has selected. The graphic on the right shows the symbol if the 'Magic' arcane background has been selected.
- To use the power double click or drag and drop from this symbol.
- If this is an attack power such as 'bolt' then, if a target has been selected, the dice will be rolled as an attack against the target and the result calculated in the normal way.
- For powers that do damage double click or drag/drop the damage dice following on from a successful hit.
- For other powers the dice roll will be made against the target number in the normal way and the 'Raise Calculator' can be used in the normal way.
- The effect of successes, failures and raises will depend on the power being used. Many effects are built into the Savage Worlds ruleset which can be applied to characters following on from the use of powers.
- For example a successful casting of 'Armor' can cause the target's armor to increase by 2 points. To implement this find the Armour [Armor +2] entry in the effects list and drag it onto the recipient in the combat tracker.
- All the normal rules for dice rolls apply; Wild Cards will get a Wild Die, Aces will be re-rolled etc.
- NOTE: Fantasy Grounds does not calculate Power Points in any way, either giving them or depleting them when powers are used. This is therefore a manual operation which the player will have to manage. Editing the number of power points can be achieved by CTRL+mouse wheel (or simply clicking and typing in a new value) over any of the power point boxes which appear in the character sheet.
The skills sheet is split into three sections namely Skills, Edges and Hindrances.
- On a new character this area will contain a default skill called 'Unskilled'. This entry cannot be deleted although it can be edited.
- The 'Unskilled' entry is used for any skill roll that is made by the character for which he doesn't have the skill. For example if the character has no fighting skill and makes a melee attack with a sword Fantasy Grounds will use 'Unskilled' to make the roll.
- Users can add skills to this section by dragging them from the source material and dropping here; or by right clicking and selecting 'Create Item' to create a new blank skill.
- Skills which have been dragged and dropped will have a link to the source material to the right of their name.
- All skills are linked to one of the character's Attributes.
- Like Attributes skills have a value expressed in dice starting at d4 and capping at d12 + 2. (See Attributes for more information).
- To increase or decrease a skill value CTRL+mouse wheel up or down over the dice icon.
- Alternatively users can right click over the dice icon and select 'Assign' to give the skill a dice value directly.
- Skills can be increased up to the dice value of the attribute that the skill is linked to. It can be increased above that but it costs two points for each dice increase over the attribute value.
- For example if a character selected 'Repair' as a skill and the character's 'Smarts' attribute was a d6 then Repair could be increased from a d4 to d6 for one point. Increasing it to d8 would cost two points and to d10 another 2 points.
- Players can get a total for the skill points used by opening up the character summary to view the number of skill points used. (see Common sheet for details of character summary).
- Skills can have modifiers attached to them by right clicking and selecting 'Bonuses' from the radial menu.
- Type a name for the modifier in the name field and then type (or CTRL+mouse wheel) a value into the box. The modifier can be positive or negative.
- Modifiers can be added to this dialog by right clicking and selecting 'Create Item'. Modifiers can be deleted by right clicking on one and selecting 'delete' from the radial menu.
- Skills can also be boosted or lowered by 1 or two points by right clicking over the dice icon and selecting 'Boost/Lower' from the radial menu.
- When boosted or lowered green (boost) or red (lowered) arrows will appear over the dice icon.
- To reset a boosted or lowered skill to it's original value right click and select 'Boost/Lower' and then 'Default' from the radial menu.
- A skill specialisation can be entered for a skill by right clicking on the dice icon and selecting 'Create Entry' and then 'Add specialisation' from the radial menu.
- To use a skill double click on the dice icon or drag it into the dice roller.
- Fantasy Grounds will automatically add a Wild die to the roll, Aces will be re-rolled and added to the final result and any modifiers will also be accounted for.
- Edges are something which the character is good at and which gives them an 'edge' in some way. It could be a bonus to an attribute or skill or it might negate a penalty which would apply under certain circumstances.
- Populate this area by dragging the Edges from the source material and dropping them in here.
- Note that Fantasy Grounds does not check to see whether the character is eligible to have the Edge. In other words a character could put any edge she likes in here even ones which legally she shouldn't have.
- Users can enter new edges by right clicking in this area and selecting 'Create Item' from the radial menu. This will create a new line into which a name can be typed and, by clicking on the small book icon, open up a dialog into which the information concerning the edge can be input.
- To delete an edge right click over it and select delete from the radial menu.
- Nothing contained in an edge will immediately change the character sheet. Some edges will be taken into consideration during automation however; for example a character with the 'level headed' edge will be deal two cards for initiative and the best one will be taken.
- These are the opposite of edges; providing the character with some kind of drawback.
- All of the information pertinent to edges noted above apply to Hindrances.
The inventory is the place where the character notes all of his stuff. This isn't necessarily stuff that is being carried around but also items or equipment which he might have stashed somewhere. The items owned are divided up across 4 tabs Mundane, Weapons, Armor and Vehicles with a fifth tab for notes. Also included in this part of the character sheet are details of any currency owned by the character and a calculation of encumbrance.
- Mundane items are those which are not weapons, armor or vehicles essentially.
- Add items to this sheet by dragging and dropping from the source material.
- You can also create new items by right clicking in the sheet and selecting 'Create Mundane Item' from the radial menu.
- Items can be deleted by right clicking and selecting delete item from the radial menu.
- Each listed item will show from left to right the number of items of this type, the name of the item, the location of the item, its weight and a check box indicating whether it is being carried by the character or not.
- Each of these fields can be independently edited by clicking on them and typing in a new value.
- Items can be allocated to a container by typing in the name of the container in the location field. For example if a backpack is carried by the character, items can be allocated to it by typing backpack into the location field. Such items will then be indented and alphabetized below the backpack entry in the list.
- The location field can also be used to show where an item is stashed or is being carried by a pack mule etc. The location does not need to be present on the player.
- The weight checkbox is used to indicate whether the item is being carried by the character or not. If this box is checked then the item will be included in the encumbrance calculation at the bottom of the sheet.
- Clicking the icon at the far right of the item line will bring up the item dialog which allows the item's details to be edited.
- If the item is identified then a small green icon will appear in the top left hand corner. If it is unidentified it will appear in red. (This is only relevant if the GM has set the option Item: Identification to 'On').
- This lists any weapons which are owned by the character.
- The list can be populated by drag/drop from the source material or items can be created by right clicking and selecting 'Create Weapon' from the radial menu.
- From left to right the information on each line is the number of the item owned, an icon showing the weapon type, it's name, Range if applicable, damage dice, Rate of Fire (RoF), shots, weight and a checkbox to indicate it is being carried or not.
- Items dragged into this area or created here will also appear in the main sheet under the Attacks section.
- Much of what is discussed in the Attacks section regarding creating new weapons, adding modifiers and editing their details applies to weapons and users are referred to that section for further information.
- As with Mundane items the accumulated weight of all weapons carried (i.e. those with the check box in the weight column ticked) by the character is added to the encumbrance total at the bottom of the sheet.
- If the tick box at the end of a row is unchecked the weapon is not being used and it will be removed also from the list of attacks.
- As it's name suggests this part of the inventory holds items that give the character some kind of protection from damage.
- Populate this area by drag/drop from the source or right click and select 'Create Armor' from the radial menu.
- As in other parts of the sheet items can be removed from the inventory by right clicking and selecting 'delete'.
- Each entry has the following information from left to right; number of items, the item name (type), area protected, a numerical value for that protection, notes, weight and a tick box.
- If the small tick box is ticked then the weight of the item will be added to the encumbrance total at the bottom of the sheet. Furthermore the item will be added to the list of potential modifiers in the armor box of the Toughness attribute.
- The small icon at the extreme right of each line can be clicked on to open the editing dialog for the item.
- This section can be used to list any vehicles owned or usable by the character.
- As with all other inventory areas populate by drag/drop or right click and select 'Create vehicle' from the redial menu.
- Existing vehicles can be removed by right clicking and selecting 'Delete Item'
- Vehicles are not added to the character's encumbrance total.
- Use the notes section to record any special information about any other items that the player owns.
- For example this section could be used to note that the character owns a property or some other assets, where that assets are kept and what their value is.
- This area can be used to record any money or treasures that the character has.
- The left hand section can be used to record up to three different currencies. To edit simply type a currency type in the field and an amount into the white box.
- Currency distributed by the GM from the party sheet will be deposited here and automatically added to any existing funds.
- The area to the right can be used to record any other valuables that the character owns.
- Users can continue typing beyond the three lines shown by pressing return to create a new line.
- This small area shows the 'load limit', total weight carried and if appropriate any penalty which might be applied.
- The total carried is automatically added up from items designated as being carried in any of the inventory tabs 'Mundane, Weapons and Armor'.
- Any items which are not ticked as being carried are not figured into encumbrance.
- The weight of multiple items of the same type are added even though the total carried isn't shown on the individual inventory entry. For example if the character is carrying 10 Grappling Hooks (for some weird reason) the weight noted against the item in the Mundane Inventory tab will still show as '2'. However the full 20lb. weight of the grappling hooks will be added to the total carried.
- The 'Load Limit' should be entered by the player; it is not automatically entered by Fantasy Grounds.
- Fantasy Grounds will compare the Total Carried with the Load Limit and work out any penalty to Strength and Agility checks. Such checks (including any dependent skill checks) will then have that penalty factored in to any rolls. NOTE: This will only apply automatically if the GM has set the appropriate option.
The notes sheet contains three sections for recording background and other information, Languages and Allies.
- Type background or any other information into the notes space.
- Notes can't have any formatting such as headers etc.
- It is also possible to copy text from an external source and paste it into notes.
- Languages can be added by dragging a language from the 'Languages' Dialog (accessed via the 'languages' button in options) if any are available there.
- Languages can also be added by right clicking and selecting 'Create Item' from the radial menu or by clicking on the 'Edit List' button and then the green 'Add Item' button.
- To delete a language right click and select 'Delete Item' or click on edit list and then on the red button which appears best to the languages listed.
- If text is entered into chat in a language which the character understands then a translation of the language will appear in the player's chat window. (Note for this feature to function correctly characters must be on the party sheet).
- Allies can be created by right clicking in this area and selecting 'Create Item' from the radial menu.
- Alternatively they can be dragged and dropped from the 'Personalities' dialog (in the main menu down the right hand side of the UI - note it may be called something different depending on the setting)
- Clicking on the small icon to the right of the Ally will bring up the editing dialog for that Ally.
This area of the character sheet is a duplicate of the Powers listed in the powers tab of the main sheet. All of the information there applies equally to this area and it is not proposed to repeat it here. Users are therefore directed to that section for more information.
The Mini Sheet
- By clicking on the small button marked 'mini' in the top right of the character sheet players can access the mini sheet.
- The basic mini sheet contains the characters attributes, parry and toughness values as well as a tracker for bennies, power points (if applicable), wounds, fatigue, shaken and incapacitated and a 'soak' button.
- Players can add some or all of their skills to the mini sheet by clicking on the small star icons to the top right of the skill's dice value.
- By clicking on 'Attacks' at the top right of the mini sheet the player can add another section onto the mini sheet. This section will be blank unless the player has clicked on the small stars next to the attack in the attacks section of the main tab.
- By moving the attack section to just below the standard mini sheet the attack sheet will 'dock' with the mini sheet.
- Once docked the whole sheet can be moved around as one by clicking and holding anywhere within the top section of the sheet and moving the mouse button.
- The additional attack section can be detached and moved independently by clicking and holding anywhere on it and moving the mouse button.
- Powers which have had the small star icon next to them toggled on will also be shown on the mini sheet in the attacks section.
- Players use any of their attributes, skills attacks or powers just like they would on the main character sheet.
- The tracker buttons the soak button and the bennies section also operate exactly as they would on the main sheet.

domain: game


text:
The state has reached a major milestone Friday: 70% of adults 18 and over have received a COVID-19 vaccine, and 53% are fully vaccinated. More info »ABC 7 Chicago - 06/18/2021 10:32am
Blood sample study shows 5 from IL were infected earlier than any cases were reported in the state, and one was sick by Christmas Eve. More info »Patch - 06/15/2021 02:49am
Despite the ongoing COVID-19 vaccination efforts, the novel coronavirus continues to spread through the United States. To date, 33,151,678 Americans have been infected with the virus — and 594,888 ... More info »24/7 Wall St. on MSN.com - 06/17/2021 09:30pm
You can find a ton of properties for sale if you search the Huntley page on Zillow. Currently Huntley has an average listing price for homes for sale on the market of $273,513. More real estate facts about Huntley: The number of properties currently for sale in Huntley is 1,977. The median homes for sale listing price is $217,500. This is broken down with the number of three bedroom houses in Huntley consisting of 708 with an average listing price for these house of $219,016. Out of the 646 houses that are four bedroom the average listing price for Huntley is $352,940. Interest rates for Huntley are at historic lows as well.
Huntley Illinois has a latitude of 42.175498962402 and a longitude of -88.427200317383. View the full profile
On Yahoo, Yelp, SuperPages, AmericanTowns and 25 other directories!
Add your social media links and bio and promote your discounts, menus, events.
Be sure your listing is up on all the key local directories with all your important content (social links and product info).

domain: geography


text:
Rows about spin, concerns about the centralising of decision-making and over powerful aides. Not a new book about Downing Street today but rather a detailed new volume that shows these rows are as old as the post of prime minister itself.
Indeed, within the first chapter is the first account of ‘an increasingly sophisticated public-relations operation’ under prime minister Robert Walpole in the early 18th century – which included bribery to discourage negative articles or control of the post office to prevent them from being distributed.
The authors cite Thomas Gordon and Nicholas Paxton as Walpole’s key aides in this media management, arguing that they pioneered the media monitoring and rapid rebuttal techniques later attributed to Tony Blair as they managed contemporary allegations of financial wrongdoing about the then prime minister.
Academics Andrew Blick and George Jones have put together a thorough study of all those who have served, in the title of the book, At Power’s Elbow.
They have clearly approached the project with much care and attention, and it is fascinating as history, although it is weaker on recent administrations. As the appendix shows, the authors have invested a great deal of time and effort into speaking to former No 10 aides, although this list runs out of steam at the Callaghan years.
Indeed the jacket photo of David Cameron and Andy Coulson smacks more of a publisher’s desire to make the book ‘current’ but also represents the weakest part of the content which is just a few thumbnail sketches of those around the current prime minister.
The strongest parts of the book look at the ways in which the office has coped with the severest challenges as David Lloyd George and Winston Churchill sought to get the machinery of government to work in the most challenging of times.
It is also noticeable that the authors cite the Harold Wilson and Tony Blair governments as the most transformative of the centre of government, as reforming Labour administrations will always find themselves having to fight against the conservative instincts of the permanent machinery of government.
As the book notes, when the role of prime minister started, the Treasury provided the core of the prime ministerial staff, and the letterbox on 10 Downing Street still says The First Lord of the Treasury. Over the following 300 years that relationship has had its ups and downs, as both sides have argued over the significance of that title.
Prime ministers have always had aides, some who have been a force for good, and some not, as Damian McBride’s recent book has shown. But fortunately this book avoids one of the current trends which is to say all civil servants are noble and all special advisers are a corruption, and makes clear that, for all the hype about the individuals working behind the scenes, decisions are actually taken by the elected politicians.
With Charles Falconer’s appointment as transition adviser to Ed Miliband, there are some useful historical lessons, but if you are after a handbook for what to do if you find yourself at power’s elbow, then I would recommend Jonathan Powell’s The New Machiavelli as a more practical guide.
But as a detailed study of the evolution of the office of prime minister and First Lord of the Treasury it is a useful reminder that, just as old episodes of Yes, Minister still seem topical today, so are the old arguments about a strong centre and the power of the premier in our governance.

domain: library


text:
Similar to human beings, cats have two sets of teeth: baby teeth and adult teeth.
A feline’s pearly whites are quite different from human teeth since cats are carnivores. As such, one of the primary differences is that their permanent adult teeth aren’t as flat as ours.
Cats can’t survive on salads, vegetables, and other types of human food, because their teeth are conformed to a meat-based diet. That’s one of the main reasons why you should feed your feline pet only with high-quality cat food and why you should stay away from good-for-nothing fillers, grains, and substitutes to real meat.
Just like any other living creature out there, kittens of all breeds go through various growth stages as they reach maturity. The same goes for when their baby or adult pearly whites are teething.
How Many Teeth Does A Cat Have?
A baby kitten has 26 Teeth.
An Adult Cat Has 30 Teeth.
These two sets of teeth come in different growth stages and while only the “fangs” are usually visible, a healthy adult kitty should have 30 teeth, which is less than an adult dog has.
When Do Cats Get Their Teeth?
The teething process usually starts at some point between the second and the fourth week after the kitten is born. Similar to human babies, kittens will start acting out – biting, excessive meowing, hissing, and similar problematic behavior are completely natural for a kitten which is just beginning the teething process.
It’s of intrinsic importance to feed your newborn kitten with vitamins and high-quality cat food formulated specifically for young kittens. Excellent nutrition is essential not only for the kitty’s teeth but for its overall health and growth.
The permanent teeth come in when the kitty reaches 3-4 months of age. The baby teeth will fall out to make way for the permanent teeth.
If your cat isn’t suffering from any dental problems, it should have 30 permanent teeth by the time it reaches one year of age.
Unfortunately, feline teeth can get damaged just as easily as ours can for several reasons – bad genes, being from an unhealthy breed prone to dental problems, neglected dental hygiene, other health-related diseases, improper diet, and so forth.
How To Maintain Your Cat’s Teeth
If you don’t maintain your fluffy pal’s dental hygiene, your cat will develop oral health problems, including bad breath, tartar build-up, gum disease, tooth decay, and so on. And unlike humans, cats won’t benefit from eating cheese and other dairy products to strengthen their enamel.
Fortunately, there are ways to prevent oral health problems. One obvious preventive method is to brush your cat’s teeth with proper feline equipment. Toothpaste and brushes manufactured for humans have harmful ingredients and chemicals, which could pose danger to your pet’s health.
Another way to maintain those pearly whites is to use special dental treats for your kitty which prevent tartar build-up and clean your pet’s teeth without the need of a toothbrush.
Our review process is unbiased and based on extensive research. If you buy through the links on our site, we may earn a commission.
Greenies Cat Treats
- Cleans teeth
- Reduces tartar
- Breath freshener
- Vet recommended
- Multiple flavor options including chicken, tuna, salmon, and catnip
Greenies dental treats for feline furballs are among the best on the market.
These dental treats come in the form of chewable bites that are manufactured in a variety of different flavors to meet your kitty’s pretentious preferences – salmon, beef, chicken, ocean fish, etc.
The treats are as delicious as they are packed with vitamins, minerals, taurine, and other essential ingredients. Moreover, they are low in calories and are fine to feed your cat daily as long as it is over 12 months of age.
The dental treats’ crunchy texture not only cleans your cat’s teeth of leftover food, but it also removes the tartar and the nasty breath. The treats are quite affordable and will help prevent dental problems in the future.
Feline Dental Facts
Cat Teeth Are Made For Meat
As cats are carnivores and their main source of sustenance comes from meat, their molars are sharp – unlike human molars or the teeth of herbivorous creatures. Cat molars can’t grind food because their teeth are made for shredding and cutting meat chunks.
Cats Use Their Teeth For Grooming
All feline furballs use their incisor teeth for grooming purposes. The first set of permanent teeth to emerge during teething the incisor teeth. These incisors can nibble through matted fur, insolent fleas, and other foreign objects stuck to the cats’ bodies. This, however, doesn’t mean that you don’t need to groom your kitty regularly.
Feline Bites Are Dangerous
Cat bites are dangerous not only to human beings but also to other animals. They almost always lead to inflammation, abscesses, and other types of infection. The reason for this is that feline “fangs” are long, sharp, and often penetrate skin tissue on a deep level. Moreover, they carry various types of bacteria which can cause a severe infection.
Cat Teeth Are Problematic
Feline teeth can be just as problematic as human teeth. As your kitty gets older its teeth will worsen regardless of how carefully you’re taking care of its dental hygiene. Cavities and gum diseases are common for cats. In some cases, felines may require dental surgeries or even braces (yes, cat braces are a real thing!). Your cat’s dental health and overall well-being should be your priority, so don’t ever neglect your feline pal’s health needs.

domain: medical


16" x 20" New Swing Away Manual T-shirt Sublimation Heat Press Machine. Control mode: touch screen, more convenient for you. You get what you pay for.
Swing away style-enough space for preparing work. Double machine covers-avoid scald and protect the heating panel. Pull out style-it's easy and convenient to operate. Timer and temperature cotroller-Preset desired time and an audible alarm will sound when time is complete.
Stream line structure-No weld joint on the whole machine. Teflon coated panel-The surface is non-stick, preventing scorching of transfers, and does not require a separate teflon sheet.
Strong metal structure-Machine is heavy-duty, commercial-grade. High quality silicone mat-It'll not become deformed even though the temperature is up to 400. Voltage: 110V/220V Transfer Size: 40 x 50cm Power: 1600W Time Range: 0-999S Temperature Range: 0-250 Working Mode: Manual Control Mode: Touch Screen Packing Details. Wooden Case Package Packing Size: 79 x 52 x 58cm Gross Weight: 70kg. This machine is not suitable for minors to use or food processing.
General: A heat press machine is the machine that presses a transfer onto an imprintable substrate. Using high temperatures and pressures for a certain amount of time, the transfer is permanently embedded into the product. Heat presses are recommended for professional and satisfying results simply because standard laminating devices and home hand irons can not get even near the temperatures required for a reliable transfer. Components and functions: 1 Place the material on working table, adjust the pressure knob get right pressure required 2 Connect power plug and turn on power button 3 Set time & temp you want with temp/time gauge get required numbers. 4 The temp for heating plate will start to rise up, when it reaching temp you set, place the material on the working table and close the handle 5 The buzzer will sound when reaching time you set, release the handle and take out the material.
Application: This swing away manual T-shirt heat press machine is widely used for transfer image for T shirts, cloth, mouse pads, rock photos, tiles, backpack school bag, wallet bag, etc. Because the materials and thickness of these materials are different, so the temp and time also required different. Pls try a small sample to get the right temp and time needed before large quantities printing. Clothing require temp about 180, Fabric clothing use with sublimation paper:30-50 sec, 100% cotton clothing use with transfer paper:15-20sec.If by e-packet, 7-15 days to USA, and 2-4 weeks to other most countries. We will track the item all the time until it is reached to you. We believe that we can produce a positive outcome to any situation to earn your like. The item "Pro 16 x 20 Swing Away Heat Press Transfer Machine T Shirts Mouse Pads Manual" is in sale since Sunday, June 3, 2018. This item is in the category "Business & Industrial\Printing & Graphic Arts\Screen & Specialty Printing\Heat Transfer\Transfers".
The seller is "optim-factory-store" and is located in Chino, California. This item can be shipped to United States.


Couple finds way to attend Super Bowl on budget
SAN FRANCISCO (KGO) -- Niners fans are getting to themselves to the big game Sunday by whatever means possible. One San Francisco couple put together a fly-drive-park plan and discovered a new online planning tool while they were at it.
Brandon Duncan and Kristal Pollack have been working on posters for their trip to New Orleans. They're not getting there by plane or car, but instead a 31-foot ford Maverick RV they're renting in Houston. "I got online and was looking at flights and hotel prices and we were both kind of like wow, sticker shock, big time," Kristal said.
"I thought is there a way I can do this cheaper but still have a fun, great experience. So, I actually don't know what possessed me to think I'm going to get an RV and drive," Brandon recalled.
There was no way they were going to miss this game. They've helped the Niners get there by wearing their lucky shirts, religiously. So, with tickets in hand, they came up with a plan to fly to Houston, rent the RV, and drive on to New Orleans. But then what?
Brandon found a site he'd never heard of. ParkWhiz had the answer. "They had a whole weekend where Friday evening through Sunday night, RV parking like a quarter-mile from the stadium. I thought, this is too good to be true," Brandon said.
It would cost $1,500, but it did offer tailgating unlike the stadium. So, after some quick research to make sure ParkWhiz was legit, Brandon pounced just in the nick of time. "I reserved it. It was literally the last spot they had in the lot. So, we just barely got in. Otherwise, I'd just be circling New Orleans in the RV or something," he said.
Chicago-based ParkWhiz says the average price paid for two or three days to park a car ranges from about $100 to $375. The average for a tailgating RV space is between $500 and nearly $1,900. It's a small price to pay when you consider, "We're going to win," Kristal told ABC7 News.
san francisco 49ers, super bowl, travel, nfl, heather ishimaru
- Albertsons parent Cerberus to buy Safeway
- Peninsula cold case murders linked to Reno killing
- 7 On Your Side: The dark side of green lighting
- Stockton port officials happy to receive Google barge
- Senate blocks change to military sex assault cases
- Oakland mayor to deliver State of the City address
- Oakland teen accused in AC Transit fire in court
- Batkid was scheduled to appear at Oscars
- Bryan Stow attackers charged with federal crimes
- Some have privacy concerns with wearable technology
- Isaiah Washington returning to 'Grey's Anatomy'
- Wheel of Fortune is coming to Northern California!
- roundup: Nob Hill gas leak; Scam warning
- weather: Bay Area weather forecast for Friday


text:
If you’re not in any way stunned by the state of press freedom and Philippine democracy at this point, this documentary just might give you that much-needed dose of reality.
The 98-minute documentary “A Thousand Cuts” directed by Ramona S. Diaz will stream today–for free!– on that award-winning i Public Broadcasting Platform (PBS) Frontline. Recounting the story of Maria Ressa, founder-CEO of Rappler and one of 2018 Time Magazine’s Person of the Year, “A Thousand Cuts” is an eye opener for those still looking for a silver lining in Philippine democracy in recent times.
“What we’re seeing is a death by a thousand cuts of our democracy, little cuts to the body of Philippine democracy,” says Maria Ressa in the trailer. Ressa is among the most staunch advocates against disinformation in the country, whose news site Rappler has been writing extensively about Duterte’s war on drugs and other controversial policies.
Rappler has been tagged by the government as a peddler of ‘fake news’ and has been trolled by fake and anonymous online personas in and out of social media. In 2019, Ressa was arrested multiple times for cyberlibel and an alleged violation on foreign media ownership. “I’m being treated like a criminal when my only crime is to be an independent journalist,” Ressa told reporters in the same year.
As if that’s not enough, just before 2020 ended, Ressa was once again charged with cyberlibel in connection with her sharing the article on businessman Wilfredo Keng on Twitter. Keng was the same businessman who filed the earlier cyberlibel case convicting Ressa and her staff Reynaldo Santos, Jr.
The documentary will air as the first episode of Frontline’s Season 2021, and can be streamed today on its website and YouTube. You might also want to check out this 2019 Frontline documentary that tackled Duterte’s drug war.
Still from “A Thousand Cuts”

domain: law


Warnings for ATV, dirt bike users
From left, Northern College President Fred Gibbons; City of Timmins manager of parks, recreation and building operations Glenn Thurston; general manager of the Mattagami Region Conservation Authority David Vallier and Timmins Police Service Sgt. Thomas Chypyha gathered outside of Northern College Tuesday to remind residents that motorized vehicles aren't permitted on walking trails, conservation areas and city parks.
At the end of Essa Avenue in South Porcupine, ATV tracks dig deep into the grass.
Guardrails, rocks and wooden posts haven't stopped the motorized vehicles from going onto the property, close to the White Waterfront Conservation Area and Northern College's walking trails.
David Vallier is hoping a reminder will do what the physical obstacles couldn't: stop people from misusing the property.
“We just wanted to take this time to remind people that you're not to be on private property with ATVs. I know it's not snowmobiles yet, but that's going to come, and we deal with it all across the city. There's been some issues here, and we get calls from some of the residents who live abutting some of the property,” said Vallier, who is the general manager of the Mattagami Region Conservation Authority (MRCA).
“There's a huge safety issue as well. We maintain the trails, the college maintains some of the trails as well, as does the city. There's a park over there. You've got kids, you've got mothers with strollers, you've got people on assisted devices that are here,” he said.
“You've got people on ATVs flying through the trails. Predominantly they're younger kids, and we can see that in some of the photos that have been sent. Between the damage to some of the property, the safety issues, we just want to take this opportunity to remind people that they're not to be on private property with ATVs and snow machines and dirt bikes.”
Vallier and Timmins Police Service Sgt. Thomas Chypyha said they've received numerous calls about motorized vehicles driving on walking trails, in conservation areas and in city parks.
“There's a cost to that,” said Vallier. “We don't own the trails, but we maintain it through an agreement with some of the private property holders...If we have to continue to maintain and upgrade and fix the trails, that's less money to go around to upgrade the other trails in the city.”
The vehicles have damaged erosion control structures, said Vallier. Part of the issue is a lack of dedicated trails for motorized vehicles.
“That's a big issue right now,” said Vallier. “A lot of other areas have multi-use trails. Our trails are predominantly walking and cycling. There are some horses that end up on this trail – we don't like that sometimes. There's a debate now between ATVs and snow machines being able to use similar trails, or ATVs having their own trails. There's nothing that's been formalized. The only trails we have right now are the snow machine trails.
“There's a huge danger to these folks as well. You're driving through areas that you're not supposed to be in, and who knows what's in the field – ditches, drainage spills, those types of things. “
Vallier and Chypyha encouraged witnesses to send in photos, license plate numbers and descriptions of anyone on a motorized vehicle on walking trails, in conservation areas and in city parks. Vallier said he's seen photos of many young people with backpacks.
“We want the parents to know what these kids are doing after school, because...if they're fined or there's accidents, it's going to come back to the parents.”
Sgt. Chypyha said riders could be charged with a number of offences. He noted that an officer will follow up if residents report motorized vehicles in restricted areas.
Vallier said the riders have been an issue on the trails behind the Timmins and District Hospital, as well as on the trail system behind Northern College, where ATVs are being driven at high speeds.
The college's president, Fred Gibbons, said he would like to see people respecting the rules.
“The trail system that we have at the college here, they're really intended as passive recreational trails for people to enjoy, and we welcome the public to use the trails in that particular capacity. They're not motorized, recreational vehicle trails,” said Gibbons.
“The concern we have is when motorized vehicles are using the trails, they're not just using the trails, they're using the college property. The concern is for the health and safety and well-being of our students and staff and faculty, as well as the protection of our own property.”
The MRCA's press release noted, “Much effort goes into beautifying our open space areas each year and it only takes a few inconsiderate operators to undo what has taken years to complete.”


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The present interest evolved, it appears, from March 8, 1911, when women's rights came to the fore in the movement for women's suffrage. During the Depression in the 1930s, as well as during World War II, the women's rights movement stagnated. By the 1960s and 1970s there was a growing awareness, and by 1970 many universities included women's history in their curriculums. By 1981 the United States Congress passed a resolution establishing Women's History Week. Since 1987 the president has issued each year a proclamation establishing that Women's History Month be celebrated in March.With this brief introduction, I would like to highlight the history of the term "first lady," an oft-neglected story in women's roles in our political history, but one which is evolving into one of extreme importance. Today there continues to be much discussion about the role of the First Lady and her position continues to constitute an important ingredient in the composite of an administration in the United States.Just how did the term "first lady" come to be? Most of us assume it has been used to refer to the wife of a president. This has been so in the 20th century and our present century for every one of the presidents of those eras had a wife to assume that role. However, the history of the appellation, "first lady," goes back in time to the presidency of James Buchanan who remained a bachelor all of his life. Up to that time no real application of the term "First Lady" was used. However, as the first bachelor president, Buchanan asked his niece, Harriet Lane, to serve as his hostess in the White House.Lane, though quite young, was very successful in her role and soon became of interest to the public and to the press, including Harper's Weekly which in May of 1858 carried an illustration of "Miss Lane Our Lady of the White House" which covered across nearly a four column page.Lane, despite her youth, was a seasoned hostess having served in that role at Buchanan's home before the move to the White House. The oddity of a bachelor president did in no way diminish her status and the press continued to make this young woman a full-fledged celebrity. Her uncle did not hesitate to bestow on her all the responsibilities of a president's wife. She was described by one journalist as "occupying a position in the palatial residence of her eminent relative similar to that which Queen Victoria and the Empress Eugenie occupy."Frank Leslie's illustrated newspaper set a historic precedent when it first used the term "first lady" in public print. It carried an illustration of Lane (a full page) quoting, "the subject of our illustration, from the semi-official position which she so long sustained with so much honor to herself and credit to her country, may be justly termed the first lady of the land." Thus the term "first lady," which up to that time had merely been used verbally now became at least semi-official. Again Leslie's newspaper reported the expression calling her "the lady of the White House and by courtesy the first lady of the land." The term became regularly used.The role of first ladies was immortalized in a Smithsonian exhibit honoring them. When the exhibit first displayed the dress for each "First Lady" Lane's gown took prime attention away from Mary Todd Lincoln's cape as the replicas of the two stood side by side.An interesting aside is the story of a United States revenue cutter named for Harriet Lane, the U.S.S. Harriet Lane. Originally based out of New York, it later fired the first shot in the Civil War as it tried to stop a ship bound for Charleston the night before the attack on Fort Sumter, April 12, 1861.Joan Brown Wettingfeld is a historian and free-lance writer.
©2005 Community Newspaper Group
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domain: history


Governments are still spending billions subsidizing oil, gas and coal. We need to #StopFundingFossils and start investing in the future.
OVERVIEW OF WORK
Since the Paris Agreement, G20 governments have continued to finance more than USD 77 billion dollars annually in fossil fuels through multilateral development banks (MDBs), bilateral development finance institutions (DFIs), and export credit agencies (ECAs). This is three times the support they provide to clean energy. Beyond providing this direct monetary backing, these institutions reduce perceived risk and provide a government stamp of approval on fossil fuel projects that often serves to crowd in private finance. While recently the level of fossil fuel support has started to drop, institutional policies to exclude fossil fuel finance are needed to ensure this progress continues.
While a number of public finance institutions committed to ending coal finance in the early 2010s, it wasn’t until 2017, following years of campaign pressure by Oil Change and others, that the World Bank made a meaningful commitment to stop financing for upstream oil and gas. Following an intense campaign effort, in 2019 the European Investment Bank committed to ending nearly all oil, gas and coal finance. Recently, the UK announced it would end overseas oil and gas finance, and the EU and US, among others, have signalled that they intend to follow suit. Building off these successes, OCI is now working to secure further commitments from governments and public finance institutions on ending public finance for fossil fuels.
LATEST PROGRAM POSTS
President Biden has continued to approve fossil fuel expansion in recent months, while pointing to Congress to excuse the United States’ lack of climate ambition and espousing false solutions like carbon capture and “net zero” plans that perpetuate fossil fuel destruction and environmental racism.
La Banque Postale, which is a relatively small but progressive bank in France, has set an international precedent against oil and gas expansion. The bank, which was already committed to ensuring that its banking activities achieve net zero carbon emissions by 2040, announced a complete withdrawal from fossil fuels by the 2030. Will other banks now follow?
As hundreds are arrested outside the White House demanding urgent action on our climate emergency, the World Health Organization has described climate change as the "single biggest health threat facing humanity," and called on governments and policymakers to "act with urgency" on the climate and health crises.
As churches, colleges and companies increasingly pull out from investing in oil and gas, under pressure from the climate movement, secretive hedge funds are betting on climate chaos, planning on making millions of dollars in the process.
LATEST PROGRAM RESEARCH
Download the briefing in English or Japanese.
Despite the urgent need to phase out fossil fuels, Japan is driving the expansion of liquified gas (LNG) and other fossil-based technologies like ammonia co-firing across Asia and globally. This will worsen the climate crisis and harm communities and ecosystems. Communities and movements are rising up – particularly in the Global South – to oppose Japan’s efforts to derail the transition to renewable-based energy systems.
The Japanese government is the world’s second-largest provider of international public finance for fossil fuels and the world’s largest provider of international public finance for gas. Japan has continued financing international fossil fuel projects this year, breaking
Two weeks before global leaders gather for the UN Climate Ambition Summit in New York, new analysis by Oil Change International shows that several major countries continue to pump $4.4 billion in public finance into international fossil fuel projects despite committing to end this support by the end of 2022.
New research shows that Organisation for Economic Co-operation and Development (OECD) countries supported fossil fuel exports by an average of USD 41 billion from 2018-2020, almost five times more than clean energy exports ($8.5 billion).


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The lineage relationship between short-lived effector T cells and long-lived memory cells is not fully understood. We have described T-GFP mice previously, in which naive and early activated T cells express GFP uniformly, whereas cells that have differentiated into effector cytotoxic T cells selectively lose GFP expression. Here we studied antigen-specific CD8 T cell differentiation using T-GFP mice crossed to the TCR transgenic (Tg) mice P14 (specific for the lymphocytic choriomeningitis virus glycoprotein peptide, gp33-41). After activation with antigenic peptide, P14XT-GFP CD8+ T cells cultured in high-dose IL-2 developed into cells with effector phenotype and function: they were blastoid, lost GFP expression, expressed high levels of activation and effector markers, and were capable of immediate cytotoxic function. In contrast, cells cultured in IL-15 or low-dose IL-2 never developed into full-fledged effector cells. Rather, they resembled memory cells: they were smaller, were GFP+, did not express effector markers, and were incapable of immediate cytotoxicity. However, they mediated rapid-recall responses in vitro. After adoptive transfer, they survived in vivo for at least 10 weeks and mounted a secondary immune response after antigen rechallenge that was as potent as endogenously generated memory cells. In addition to providing a simple means to generate memory cells in virtually unlimited numbers, our results suggest that effector differentiation is not a prerequisite for memory cell generation.
N. Manjunath, P. Shankar, J. Wan, W. Weninger, M.A. Crowley, K. Hieshima, T.A. Springer, X. Fan, H. Shen, J. Lieberman, U.H. von Andrian

domain: literature


text:
This is my first 'clay' paper relief sculpture. I created this at Haystack School of Crafts while studying with Mina Takashira (editor of Hand Papermaking) and Sue Gosin (founder of NYC Dieu Donne paper studios).
I added pigments for the colors and kaolin to the paper pulp. The surface texture was velvety and the damp paper took the folding pressures very nicely. The paper is attached to and dried on a wood frame and wire armature that I sprayed with rust resistant acrylic paint. Working with clay paper is something I would like to pursue more in the future.
The subject of rocks has fascinated me since I was a small child collecting agates and arrow heads on the lake shoreline of Grand Marais, Minnesota.

domain: design


text:
October 30, 2013 10:00 AM by Stephanie Gustafson
Certain cast members on The Real Housewives of New Jersey (ahem, Teresa Giudice) were hoping for a Manzo-less season on Bravo. Too bad for them, for rumors of Dina Manzo’s return arrived long before Caroline Manzo announced her departure. And now, Dina’s confirmed the rumors! Jacqueline Laurita, long in on the development, feels that the sense of timing is no coincidence.
Looks like there’s at least some truth to the latest rumors surrounding the cast shakeup on The Real Housewives of New Jersey! In a recent chat with Us Weekly, Jacqueline Laurita confirmed the gossip surrounding Dina Manzo’s return, explaining, “I think that my sister-in-law Dina is coming back!”
Having heard of Jacqueline’s interview, Dina tweeted the official news. “Well, I guess the (hairless) cat’s out of the bag. Yes, I’m back. Unlike the past, this time it felt ‘right.’ See you on Bravo, my friends. xo.”
Yes, the timing is certainly ‘right.’ After all, Caroline Manzo is officially out of the picture! Prior to Dina’s admission, Jacqueline also speculated that her sister-in-law’s return was most definitely intentional. “Well, she doesn’t really want to do the show with family because it brings unnecessary drama and causes problems.” And given how much drama already exists on this Real Housewives cast, it makes sense that Dina would want to keep the insanity at a somewhat manageable level. It’s an approach Jacqueline deems as completely justified, for, as she confessed to Us Weekly, “I understand why she doesn’t want to do a show with family. I totally get it.”
What do you think about Dina Manzo’s return to the Real Housewives of New Jersey? Was it a good idea for her to wait until Caroline had departed the show? We know you have an opinion and we want to hear it, so feel free to leave your thoughts in the comments section below!
Want more? Follow our tweets on Twitter and like us on Facebook! Click here for more information about The Real Housewives Of New Jersey. For other great Reality TV News, please feel free to check out SirLinksALot: The Real Housewives of New Jersey.
Photo Credit: Bravo

domain: celebrity


text:
I have wanted to start a blog for a year or more. Before I started, I wanted to make sure the topic was consistent, and I something I could write about for a long while. So here we are, data science for esoteric programming languages. Not only will this help my data science skills stay sharp, but it will be an awesome way for me to justify my eso-lang hobby.
Well, the first order of business is to clarify my definition of esoteric programming language.
Axiomatically, if you post on the internet people will disagree with you. So, it follows that people will disagree with my choice of languages. That's ok. Some will be more mainstream than others, but I hope that none are in the top 50 or so on Stack Overflow or Github.
Although, I actually plan on doing an OCaml series. Which is definitely not esoteric, but ¯\_(ツ)_/¯ it'll still be fun, and educational.
Over the next several months I'll release a series of blog posts using J. I'll update this welcome post with top viewed articles. And with that, let's get started

domain: hobby


text:
So the Scottish Premier League is underway and, no sniggering at the back please, Rangers are missing in action. So the real question is which SPL club will provide Celtic with their grudge match this season now that the Old Firm derby has been postponed for at least a couple of years. Maybe Ross County (they also play in dark blue), Hearts (good protestant stock) or even Aberdeen (used to be quite good). Today's stand-up auditioners are Dundee United and Hibernian. Of course the truth is, however you slice it, that once Celtic go 31 points clear at the end of October, the fans will almost certainly be pining for the rare old times when they faced Rangers every 10 days or so. Nothing will be the same again.
Monday night in rugby league sees third versus second, St Helens taking on Warrington as the chase for Wigan hots up.
It never takes much to stoke the rivalry with Australia, but the Olympics – and Hugh Robertson's bet – have cranked it up a notch or two. Today England Lions cricket team take on their Aussie equivalents at Old Trafford, a forerunner to this time next year when we will feel the heat of an Ashes summer.
Last week Celtic had to come from behind to beat HJK Helsinki in their Champions' League third-round qualifier and will do well to protect their 2-1 lead in Finland.
Graeme McDowell has such an impressively consistent record in recent majors that you would wager a claret jug on his being in the final shakedown at the USPGA, which starts today. The venue is Kiawah Island, where 21 years ago the most dramatic and traumatic Ryder Cup game in history was contested when Seve Ballesteros and Paul Azinger ended up in a huge argument.
How about this for a pre-season friendly: Bolton v Barcelona.
So this is it. The new season officially starts here with the Capital One Cup. The what? It is the latest incarnation of the League Cup with Wolves getting an early reminder of their new status: home to Aldershot.
- More about:
- Celtic F.c.
- Dundee United
- Hibernian F.c.
- Ryder Cup
- Scottish Football
- Scottish Premier League
- Seve Ballesteros
- Stoke City
- The Carling Cup
- Wolverhampton Wanderers

domain: sports


A FASB standard issued Wednesday will require businesses to disclose information in the notes to the financial statements about certain government assistance they receive.
Previously, GAAP contained no specific, authoritative guidance for business entities on accounting for or disclosing government assistance they receive.
The types of assistance the new standard requires to be disclosed include cash grants and grants of other assets. The standard requires transactions with a government to be accounted for by applying a grant or contribution model by analogy to other accounting guidance such as a grant model within FASB ASC Topic 958, Not-for-Profit Entities, or International Accounting Standard 20, Accounting for Government Grants and Disclosure of Government Assistance.
The following annual disclosures are required:
- Information about the nature of the transactions and the related accounting policy used to account for the transactions;
- The line items on the balance sheet and income statement that are affected by the transactions, and the amounts applicable to each financial statement line item.
- Significant terms and conditions of the transactions, including commitments and contingencies.
"The new ASU responds to requests from investors and other capital allocators by adding disclosures that will provide transparent and comparable information about certain types of government assistance that entities receive," FASB Chair Richard Jones said in a news release. "This, in turn, will help them make better-informed decisions."
The standard takes effect for financial statements issued for annual periods beginning after Dec. 15, 2021. Not-for-profits and employee benefit plans are excluded from the standard. Early application is permitted.
— Ken Tysiac (firstname.lastname@example.org) is the JofA's editorial director.


text:
We develop a test station where we might have H2 leakage.
To prevent explosion we are considering intertisation using N2 gas (primary explosion protection).
However we also want to detect leakage events.
We are searching for a sensor, which (ideally) has the following characteristics:
- Reliable H2 readings in Air and N2/Air mixtures
- Temperature range -55 °C .. 80 °C
- Range, 0 .. LEL (4% vol-N2)
- t90 smaller 15s
- ATEX certified
- PL according to EN ISO 13849-1
- less than 5000 USD
- combination of sensors also possible First point is mandatory. In the otherpoints compromises are possible.
Sensors on the catalytic of electrochemical type seem to rely on O2. I have found sensors based on thermal conductivity, but these seem to have a bigger range and cost.
Any idea, what to use?

domain: chemistry


text:
Tottenham hit with Ledley King injury news
Monday 09 January 2012
Tottenham's injury worries deepened ahead of Wednesday's crucial game against Everton with the news that Ledley King is facing yet another spell on the sidelines due to a suspected hamstring tear.
King has not played for Spurs since their 1-1 draw against Chelsea on December 22 as he has struggled to return to full fitness because of his chronic knee troubles.
It was hoped that the 31-year-old, who played just nine games last season, would return at centre-back for Wednesday's huge Barclays Premier League game against the Toffees.
King pulled up in training on Friday holding his hamstring, however, and manager Harry Redknapp fears the defender has suffered a tear.
The news comes at the worst possible time for Redknapp, who only has Younes Kaboul, wantaway defender Sebastien Bassong and Michael Dawson, who has just returned from a four-month Achilles injury lay-off, available at the back.
"Ledley did his hamstring on Friday," Redknapp said.
"He had a little jog and tore his hamstring, we think. He has gone for a scan. We don't have the results yet but he only went for a little easy jog and his hamstring went."
Should King be ruled out for a long time, Redknapp may be forced to step up his bid to bring in a defender, with Blackburn's Christopher Samba thought to be high up on his shortlist.
"I have not got many options," Redknapp said.
"I only have Dawson, Bassong and Kaboul. No-one else."
Redknapp rested the vast majority of his first team for Saturday's FA Cup third-round win over Cheltenham, giving the likes of Roman Pavlyuchenko, Steven Pienaar and Giovani Dos Santos a rare chance to impress.
They obliged, putting on a fluent display against the npower League Two side that saw them run out 3-0 winners thanks to goals from Jermain Defoe, Pavlyuchenko and Dos Santos.
Dos Santos would have been credited with the first goal had Defoe not stolen in and tapped home the Mexican's goal-bound lob on the goal-line.
Dos Santos has scored just three goals in his four-year stint at the club - a time which has been punctuated by loans to Racing Santander, Galatasaray and Ipswich.
Redknapp has previously said that he thinks the Mexican's prospects have been hindered by his supposed love of the London party scene, and the Spurs boss expects him to leave White Hart Lane this month despite his exploits on Saturday.
"Gio is a boy with an amazing talent but he has to work harder if he wants to be a top player," Redknapp said.
"You can't change some people.
"Jake Livermore played at right-back on Saturday. He has never played there before in his life but he went in there and gave me everything.
"He (Livermore) comes in every day and trains like a lunatic. He loves it, so does Michael Dawson and Danny Rose too. Most of them are the same but you will always get one or two who will get fed up.
"They think that they're not getting a chance and they want to leave and I think Gio has got a bit like that.
"He is fed up here. He probably finds that this is not the ideal place for him at this time."
Part of Redknapp's problem with Dos Santos is that he did not want to move to Udinese last summer despite the Italian side offering £13million for his services.
"Udinese came in in the summer and offered us something like £13million for him and the president came over and spoke to him but he didn't want to go," Redknapp added.
"It was good money and Udinese are a good club. They were in the Champions League at the time."
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text:
The National Government in conjunction with Catholic Relief Services (CRS) is determined to return children under care institutions to their family members in efforts to promote nurturing of family-based care in Kilifi County.
Over 800 children from different children homes have been reunited with their family members since the rollout of the care reforms in 2019 in the county by the government in partnership with CRS in Changing the Way We Care Initiative project to give children their fundamental rights to family care.
Assistant Director for Children’s Services in charge of Kilifi South Department of Children, Winifred Kambua, said during an interview with the media, that the 43 Children Care Institutions (CCI) in the county have been cooperating well in the exercise and they were developing mechanism to ensure 100 per cent transition of the children back to their homes.
“The government has been able to collaborate with the children’s homes owners, supervisors and caregivers through training and forums to explain the importance of children staying with their families, and the long term effects of children living in children’s homes, according to research,” she explained.
Ms Kambua added that poverty among family members is one major hurdle in the exercise revealing that parents and family members had opted to abandon their children so as to attract support in rearing from care centers.
“Some institutions have resisted the move because it is their source of income. Sponsors have threatened to stop their donations since they fail to understand our motives but we have approached them and some still donate and help the children in their respective homes,” she said.
In efforts to sustain the vulnerable children taken back to their poor families, the government is supporting them by giving monthly stipends of Sh2, 000 and Sh4, 000 to the elderly among other interventions from its partners.
The care reforms targets children reintegrated from residential care and those at risk of child-family separation and also seeks to ensure no other children are admitted to the care institutions.
During a three-days’ journalists training on how to report on the children care reforms, the Changing the Way We Care Initiative project Director, Fredrick Mwangangi, said the efforts done in Kilifi were part of a global initiative that is working with multinationals and governments around the world to promote family-based care.
Mwangangi pledged to continue working closely with the government to ensure the initiative is a success urging parents and family members to embrace the reforms to ensure every child belongs to a family.
“Many studies have shown that around 80-90 per cent of children living in orphanages have a living parent or close relative. Through awareness and support, if parents and relatives take these children back home, we shall have achieved most of our goals,” he said.
The government has promoted family care through the improvement and implementation of policies, workforce investment, national and community systems strengthening and redirecting of resources as well as partnerships with Non-Governmental Organizations.
By Jackson Msanzu and Harison Yeri

domain: sociology