Avondhu Blackwater Partnership Limited is taking applications for a Tús Supervisor.
Tús is a community work placement initiative that provides short-term quality and suitable working opportunities for people who are unemployed while at the same time carrying out a broad range of services of benefit to the community and in a variety of community settings.
The role involves managing a team of 20 Tús participants across a wide geographical area (North Cork area) in line with both organisational policy and the requirements of the Tús Scheme.
General Key Responsibilities: To animate and support communities in devising appropriate work placement plans;
- To schedule, supervise, support and manage participants, in partnership with local community groups;
- To schedule programmes of work and projects in partnership with local community groups;
- To develop and maintain a good working relationship with each community liaison officer;
- To maintain community project records;
- To match participants to suitable work programmes;
- To establish and maintain an effective system of communications with all scheme participants;
- To ensure that appropriate administrative systems are in place and communicated to all relevant staff;
- To recruit participants and to manage all associated administration, in conjunction with the C.E.O and Tús Supervisors;
- To produce regular progress reports for the C.E.O;
- To make recommendations on materials and to monitor and record material use for their scheme;
- To operate within the materials budget allocated;
- To organise with the C.E.O and Tús Supervisors the matching of participants to work programmes, based on their skills, knowledge and geographical location;
- To ensure that all Tús work done complies with both organisational and statutory health and safety regulations and legislation.
- Any other duties commensurate with the post.
To be eligible to apply for one of these positions, you must meet the following criteria:
Applicants must meet the eligibility criteria as follows:
- In receipt of Jobseeker’s Payment from the Department of Social Protection for at least 12 months (including Jobseekers Benefit), and
- In receipt of Jobseekers Allowance at time of application, and
- Fully unemployed
Please check with your local social welfare office in advance of applying if you are unsure.
- Full clean driving license
- Excellent Organisation skills
- Excellent computer skills, including a proficiency in Microsoft office
- Report writing skills
Please forward a full CV and letter of application to: Ann-Marie Tierney, Avondhu Blackwater Partnership Ltd, The Showgrounds, Fermoy, Co. Cork – firstname.lastname@example.org or Vincent O Flynn, Avondhu Blackwater Partnership Ltd, The Showgrounds, Fermoy, Co. Cork – email@example.com by 5.00pm, Tuesday the 26th of June 2012.


The four-integrated environmental test chamber adopts the rolling sealing technology and the armature center holding technology to integrate the vibration and mechanical stress test of température and humidity climate stress test with the high altitude low pressure stress test, and becomes a comprehensive stress test System for température, humidity, vibration and low pressure. . When the test System is in operation, température (high température or low température, température change) stress, humidity stress, vibration stress, atmospheric pressure stress, and electrical stress, in a planned combination and periodic space, are simultaneously or separately applied to the sample. Compared with the single stress effect, it has the advantages of more realistic environmental simulation and higher test efficiency. It has been widely used in the assessment of environmental adaptability and reliability of electronic products used in aerospace and spécial vehicles, and is used in the early détection of defects in electronic product design and the screening of pro-cess defects. The vibrating table adopts a fully sealed structure, and the inflation pressure inside the console body can overcome the suction force of the vibrating moving coil and the table body due to the change of the pressure in the test chamber, thereby effectively controlling the moving coil of the vibrating table. The center position ensures that the vibration table works normally.


text:
Instead, the satirist shows Ford's dismissive precept at work: waving his hand as if it were "an invisible feather whisk," Mond obliterates Ur of the Chaldees
, Thebes, Babylon, Cnossus and Mycenae, Odysseus, Gotama, and King Lear--"all were gone" (BNW 38).
Among the earliest travellers was Abraham who, around 2000BC, emigrated with his family from Ur of the Chaldees
(in present-day Iraq) to Canaan, sojourning for a while in Harran.
Incidentally, of all library specializations, these two are probably the most ancient, dating back to Ur of the Chaldees
, if not beyond.
From that point, he mourns both his son and his rabbi, returning all the way to his origins and the beginnings of Judaism with Abraham in Ur of the Chaldees
. From this standpoint, Mr.
A projected two-day trip to Iraq to see the city of Ur of the Chaldees
, the birthplace of Abraham, and to have a pastoral visit with Christians of the Chaldean Church (approximately 800,000 in number) has caused the greatest political concern.
He waved his hand; and it was as though, with an invisible feather whisk, he had brushed away a little dust, and the dust was Harappa, was Ur of the Chaldees
; some spider-webs, and they were Thebes and Babylon and Cnossos and Mycenae.
Reference might be made to Leonard Woolley's popular text Ur of the Chaldees
(1929, with many paperback editions), and there is, of course, currently a (sometimes heated) debate on the appropriate interpretation of early archaeology in this area with reference to historiography and aspects of early religion (Jewish, Christian, Islamic).
Abraham was from Ur of the Chaldees
. He leaves the city and takes to nomadic life.
Some biblical scholars have expressed a hope that the newly discovered tablets may turn up new details on Abraham's journey from Ur of the Chaldees
, the most famous of the southern Mesopotamian cities, to the Fertile Crecent of the Levant.
Indeed, as the Bible records, the proto-Hebrews (Abraham) allegedly immigrated from Mesopotamia (Ur of the Chaldees
), and later some Israelites spent time in Babylonian captivity.
Shamash was the principal sun god of the Assyrians, Merodach of the Chaldees
, Ormuzd of the Persians, Ra of the Egyptians, Tezcatlipoca of the Mexicans, and Helios (known to the Romans as Sol ) of the Greeks.
(7.) Despite the attempts of some to move Ur northward, the dominant view is that biblical "Ur of the Chaldees
" (if that is the correct translation of the Hebrew Ur Kasdim) is to be located in Southern Mesopotamia.

domain: library


The currency market kicked off the New Year with a bang after U.S. lawmakers finally reached a deal to extend unemployment benefits and tax cuts for 99% of Americans. In light of the fact that the U.S. economy fell off the Fiscal Cliff on Monday, this was the best scenario that we could have hoped for. With a crisis being averted for the time being, there’s a huge amount of relief in the markets. The U.S. dollar and Japanese Yen are trading lower across the board, fueling a solid rally in risk currencies. The British pound climbed to a fresh 1 year high intraday while the Yen crosses rose to multi-year highs. The rally in the EUR/USD has been limited but commodity currencies are up approximately 1%. The S&P 500 opened strongly on its first trading day of the year as European equities reached new highs. It is always good to see the enthusiasm shared by equity, currency and bond traders.
Unfinished Business in Washington
Yet we can’t help but mention that the rally in some pairs such as the EUR/USD and GBP/USD are fading. While investors have responded positively to the Fiscal Cliff deal, there’s a lot of unfinished business in Washington. Spending cuts still need to be negotiated along with additional tax reform and an increase to the debt ceiling. As quickly as they have penned the Fiscal Cliff deal, Congress will need to start negotiating a higher debt ceiling. The drama hasn’t ended because Republicans won’t readily agree to a higher debt limit without offsetting spending cuts, which the Democrats oppose. Some investors are also worried about the impact of the payroll tax hike on Americans. For someone making $50,000 a year, payroll taxes are expected to increase by $1,000. We don’t think the impact on spending will be too significant because the Fiscal Cliff deal should encourage U.S. corporations to start spending again and provide underlying support to the economy.
Risk of Downgrade
What we are more worried about is the psychological impact of a possible U.S. credit rating downgrade. Back in September, rating agency Moody’s threatened to downgrade the U.S. if it goes over the cliff. While a deal has been reached, it is not as ambitious as many had hoped for which means Moody’s could still move forward with the downgrade. Considering that S&P has already stripped the U.S. of its AAA rating, it isn’t a stretch for Moody’s to follow suit but if they were to do so, it could be psychologically damaging enough to drive investors back into safe have currencies.
In the meantime however, U.S. economic data surprised to the upside with manufacturing activity rising from a 3 year low in the month of December. The ISM index rose to 50.7 last month compared a prior reading of 49.5. The sector is expanding once again thanks to higher prices paid, order backlog, supplier deliveries, customer inventories, new export orders, imports and employment. While construction spending dropped 0.3% in November, the overall improvement in manufacturing activity paints a brighter outlook for the U.S. economy.


text:
Top Christmas kisses
Jun 25, 2007
Advertisement - Continue Reading Below
Cook Time: 3 hours 0
Total Time: 4 hours 0
large egg whites
1/4 tsp. cream of tartar
3/4 c. confectioners' sugar
1 tbsp. vanilla extract
Red and green food coloring paste
- Line 2 large cookie sheets with foil. Preheat oven to 200 degrees F.
- In small bowl, with mixer at high speed, beat egg whites and cream of tartar until soft peaks form; gradually sprinkle in sugar, 2 tablespoons at a time, beating well after each addition until whites stand in stiff, glossy peaks. Beat in vanilla extract.
- Place large star tube (about 1/2 inch in diameter) into large decorating bag. To make stripe effect, with artist's paintbrush, and using slightly less than 1/8 teaspoon of each food coloring paste, alternately brush 2 lengthwise stripes of red food coloring paste and 2 lengthwise stripes of green food coloring paste inside decorating bag. Carefully spoon meringue into decorating bag.
- Pipe meringue, about 1 inch apart, onto foil-lined cookie sheets into rosettes, each about 1 1/2 inches in diameter and about 1 1/4 inches high.
- Bake Meringue Kisses 3 hours. Turn oven control to off. Leave meringues in oven 30 minutes longer to dry. Cool completely on cookie sheets on wire racks.
- 6. With metal spatula, carefully loosen meringues from foil. Store in tightly covered containers.
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domain: food


text:
ISLAMABAD, May 23, 2016: The Punjab Assembly addressed entire agenda except Calling Attention Notices (CANs) on Monday during 12th sitting of 21st session, says Free and Fair Election Network (FAFEN).
Following are some key observations of the House proceeding:
Members’ Participation in House Proceedings
- The Punjab Assembly met for three hours and 39 minutes while taking a break for 39 minutes.
- The sitting started at 1603 hours against the scheduled time 1400 hours.
- The Speaker presided over the entire sitting while the Deputy Speaker was also present.
- The Chief Minister did not attend the sitting.
- The Leader of the Opposition attended the sitting for an hour.
- 17 MPAs (4%) were present at outset and 18 (4%) at adjournment of the sitting.
- None of the parliamentary leaders attended the sitting.
- Eight minority members were present.
- Moved by the Leader of the Opposition, the House adopted a supplementary resolution condemning the drone attack in Balochistan.
Representation and Responsiveness
- The government responded to six out of 19 starred questions appearing on the agenda while nine questions were disposed of due to absence of the relevant lawmakers and four were deferred. The lawmakers also asked 19 supplementary questions.
- The House discussed the procurement of wheat consuming 44 minutes. Seven lawmakers took part in the discussion.
- The House deferred five notices on matters of public importance during zero hour while one notice was taken up and answered by the government.
- The House did not take up CANs appearing on the agenda.
Order and Institutionalization
- The lawmakers spoke on seven points of order consuming six minutes of the proceeding.
- ‘Orders of the Day’ was available to the legislators, observers and public.
- The attendance of lawmakers was available to the media and observers.
The daily factsheet is based on direct observation of the Punjab Assembly proceedings conducted by PATTAN Development Organization – a member organization of FAFEN. Errors and omissions are regretted.
Session Prorogued ISLAMABAD, December 22, 2020: The Punjab Assembly adopted four resolutions and referred a private members’ bills to the relevant committee for deliberation, observes…
ISLAMABAD, December 21, 2020: The Punjab Assembly adopted five resolutions to extend as many Ordinances amid protest by the Opposition lawmakers, observes Free and Fair…
Session Prorogued ISLAMABAD, November 11, 2020: The Punjab Assembly could not address its agenda on Wednesday due to the protest by opposition lawmakers who were…

domain: law


text:
Carlos Blanchard, 49, of West Palm Beach, inside the facemask of a Medieval… (Sun Sentinel/Amy Beth Bennett )
This weekend, Carlos Blanchard will morph into a medieval-style Batman, brandishing a gleaming sword and battle-ready armor.
The 49-year-old West Palm Beach man isn't Batman, of course, but he'll resemble a variation of the Dark Knight – mask, brawny toughness and all – thanks to a costume that Blanchard himself has hand-stitched, crafting each strip of leather with as much detail as his fanaticism for the comic-book character he grew up watching.
Blanchard is part of a 4,000-strong contingent of fanatics who this weekend will squeeze into the costumes of their favorite characters at Florida Supercon, the seventh annual geek-culture convention running Friday to Monday at the Miami Airport Convention Center. The trend, called cosplaying, is nothing new, but the art of costuming is well-celebrated in the tricounty area, and especially at venues such as Florida Supercon, which pays tribute to anime, comic books, Internet nerd-dom, Hollywood blockbusters and the like.
"My costume is actually better that what you see on films, because they're designed to be functional, as opposed to just one scene in a Hollywood movie," said Blanchard, who added that he spent $5,000 on the Batsuit (he calls that "cheap"). He molded and textured the costume's urethane leather with a costumemaker from Texas. "When you choose the costume, you find one that suits you. When you're in a full set of armor at the con, you look like a work of art, but you're humbled by all the attention."
More than 11,000 people may be gawking at Blanchard's Batsuit during the four-day convention. That's the number of attendees expected to let their geek flags fly at Florida Supercon, said Mike Broder, the event's president.
Supercon has become a nexus of late for South Florida's cosplaying community, whose members are mostly between the ages of 18 and 28.
"There is no larger place or convention that appeals to cosplayers in South Florida than Supercon," said Broder, of Fort Lauderdale, who estimates the number of convention attendees showing up in some form of costume to be more than 4,000, with some flying in from England and Australia. "Our cosplay community itself is kind of fractured, but the most hardcore types are in small-knit groups, self-contained – five girls here, 10 guys there – but they all come together for large events like the con, where they can be themselves."
Of the thousands heading to Supercon, roughly 400 will be participating in Broder's cosplay contests, which hands a best-in-show prize of $1,000 to the most-intricately dressed cosplayer. Cosplaying is the largest draw during Supercon, Broder said, aside from the convention's usual slate of celebrity guests, which this year includes actors Dakota Hood of "The Hunger Games,"Alex Kingston of "Dr. Who" and Scott Adsit of NBC's "30 Rock."
North Miami cosplayer Charlene Yeung, 22, is among those competing: She will be garbed as a waifish, sassy, kick-butt fighter named Sailor Mars from the anime "Sailor Moon," a costume she devoted two months to hand-stitching. She'll also costume three more times throughout the convention, including as Rarity, a violet-haired thoroughbred from the children's cartoon "My Little Pony."
"Cosplaying is awesome," said Yeung, a recent college graduate who frequents fabric shops such as Jo-Ann and Michaels for quality fabrics. "I'm willing to put good money into a costume, and drop more than a couple hundred dollars on an outfit just to get a good fabric. I like to be photographed at the con, too, and so do a lot of cosplayers I know. What's the point of having an awesome costume if you don't have the proof that you've worn it?"
Tate Ottati, an occasional cosplayer and owner of Tate's Comics in Lauderhill, said cosplayers are hunting for positive vibes, and looking for a place where they can avoid shame and ridicule, when they attend conventions.
"Cosplayers just want to go out to cool places in their costume, where people appreciate it the most," said Ottati, whose store is another mecca for South Florida cosplayers. "They relate to the character in some way and love to show off the accuracy of the costume."
When: Noon-3 a.m. Friday; 10 a.m.-3 a.m. Saturday and Sunday; 11 a.m.-5 p.m. Monday
Where: Miami Airport Convention Center, 711 N.W. 72nd Ave., Miami
Cost: $25 for one-day ticket, $50 for three-day pass, $55 for four-day pass
Contact: 954-399-1330 or FloridaSupercon.com

domain: hobby


text:
Winter 2013, Vol. 23. No. 1.
The Pension Fund That Ate Californiatags: retirement, California, Pension, labor
After spending years dogged by unpaid debts, California labor leader Charles Valdes filed for bankruptcy in the 1990s—twice. At the same time, he held one of the most influential positions in the American financial system: chair of the investment committee for the California Public Employees’ Retirement System, or CalPERS, the nation’s largest pension fund for government workers. Valdes left the board in 2010 and now faces scrutiny for accepting gifts from another former board member, Alfred Villalobos—who, the state alleges, spent tens of thousands of dollars trying to influence how the fund invested its assets. Questioned by investigators about his dealings with Villalobos, Valdes invoked the Fifth Amendment 126 times....
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- T. rex fossils arrive at Smithsonian’s National Museum of Natural History
- Quote of the Day -- Time Magazine's Top 100 People
- Investigation: The Resegregation of America's Schools
- 5 Explosive Revelations Leaked from Senate Report Exposing CIA Torture
- In Parts of the South, Glorifying Slavery No Longer Pays the Bills
- UC Berkeley professor emeritus Robert Harlan dies at 84
- She Came All the Way from Melbourne to Attend the OAH
- The 7 Most Popular HNN Videos from the 2014 OAH
- Jesse Lemisch’s up-from-below history is still strikingly original
- U.Va. Historian Alan Taylor Wins 2014 Pulitzer for Book on Slaves and War -- His second Pulitzer!

domain: finance


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<!– /11440465/Dna_Article_Middle_300x250_BTF –>A Delhi police constable was run over by a speeding truck while he was on duty in North Delhi’s Kotwali area. The incident occurred on Saturday morning when the Delhi Traffic Police constable intercepted the truck for driving in a rash and negligent manner.According to the police, the truck driver was intercepted after he was seen overtaking a vehcicle in a rash manner. The traffic policeman was identified as Binesh Kumar, a native of Aligarh. Kumar, along with three others, were deployed at the check post near the Geeta colony flyover.The truck was spotted and signalled to stop but instead the driver ran over the constable. He was rushed to a private hospital in East Delhi where he succumbed to his injuries.Kumar, who was deployed at the Kotwali traffic circle, is survived by his wife and a three year old daughter. He was inducted into the force in 2010. A case under section 304 (culpable homicide not amounting to murder), 186 (obstructing a public servant), 353 (assault to deter a public servant from discharge of his duties), 279 (rash driving) and 337 (causing hurt by act endangering personal safety of others) of the IPC and relevant sections of the Motor Vehicle Act has been registered. Police are hunting for the errant truck driver.


text:
Like pilots, truck drivers and train operators should be screened for sleep apnea, experts tell NPR.
Dr. Kales says 10 to 25 percent of Americans may have obstructive sleep apnea. Risk factors include snoring, family history and being overweight. And he says the sleep disorder is much more common in train operators, and especially so in truck drivers, who tend to be middle-aged men with much higher rates of obesity. The federal government requires airline pilots to be screened and treated for sleep apnea, but there’s no such requirement for railroad engineers and truck and bus drivers. The Federal Railroad Administration is in the process of developing such a rule. But in the trucking industry, the regulations are murky.
Read or listen to the whole story at www.npr.org

domain: news


text:
By ebbu staff
Dr. Brian Reid, ebbu’s Chief Science Officer, is one of the leading minds in the cannabis industry. Dr. Reid oversees all of the research and development that takes place at ebbu, including chemistry, chromatography, cellular pharmacology, human pharmacology and genetics.
His team’s studies of cannabis plant compounds have led to breakthroughs in delivery methods and enlightenment in how specific cannabinoids and terpenes affect mood. For Dr. Reid, the most rewarding part of research into cannabis compounds is making discoveries that have never been reported. He says it feels like “solving a piece of the cannabis puzzle.”
Dr. Reid came to the professional cannabis space by way of the biopharmaceutical industry, where he spent several years as a biochemist and researcher for Gilead Sciences (formerly Myogen) and Incyte. His work focused mainly in drug discovery, finding and discovering new compounds that could potentially go on to become pharmaceutical drugs. The work involved a combination of cellular biology, pharmacology and biochemistry.
Dr. Brian Reid
In 2010 while working at the University of Colorado Skaggs School of Pharmacy and Pharmaceutical Sciences, Dr. Reid founded the High Throughput and High Content Screening Core Facility, which specializes in chemical biology studies. He served as the facility’s director until 2015, as well as teaching research.
In early 2015, ebbu’s CEO, Jon Cooper, approached Dr. Reid’s research department with the idea of conducting studies on ways to combine various cannabinoids and other natural compounds, such as terpenes, to create distinct, consistent, predictable mood effects.
Dr. Reid says, “I had always been interested in psychopharmacology around cannabis, so I worked with Coop [Jon Cooper] to create a proposal for researching potential formulations and studying their effects.” But the university’s lawyers were concerned such research would jeopardize the school’s federal funding and didn’t allow the plan to go forward.
However, Dr. Reid was intrigued enough by the concept that he called Jon and proposed bringing the research in-house to ebbu. The rest, as they say, is history.
Over the past three years, research overseen by Dr. Reid in cellular pharmacology, human pharmacology and genetics has led to breakthroughs in the cannabinoid delivery methodologies, fulfilling the concept he and Cooper originally discussed that centered on discovering which formulations of purified cannabinoids and terpenes lead to consistent, reliable mood effects.
Dr. Reid embraces ebbu’s mission of unlocking the potential of cannabis and cannabinoids to improve people’s quality of life. “What we learned through two years of research on mood effects translates directly to getting at medical effects,” he says.
He and his team are now working to create medical formulations that can be put in any mode of delivery. Formulations that help ease anxiety and pain are the first two areas of focus for ebbu’s lab team.
A dedicated researcher who values sharing findings with the scientific community, Dr. Reid is currently submitting recent ebbu-derived discoveries to peer-reviewed journals. He has previously collaborated on dozens of cellular and biochemistry research papers published in Nature, Journal of Medical Chemistry, Molecular Cell, Biochemistry, Journal of Molecular and Cellular Cardiology, Current Chemical Genomics and Translational Medicine, Antimicrobial Agents and Chemotherapy, Procedures of the National Academy of Science, Expert Opinion on Drug Discovery, Journal of Biomolecular Screening, and The Journal of Biological Chemistry.
He has also been a featured speaker at several top-level medical conferences, including the ACS National Meeting in New Orleans (in the Cannabis Chemistry subgroup); the World Pharma Congress: Epigenetics Screening; the Revolutionaries for Global Health Summit; and the International Meeting on AAA Proteins.
Dr. Reid never strayed from his chosen career path in science. He earned a bachelor’s degree in chemistry from the University of Colorado and a doctorate in biochemistry from the University of Oregon Institute of Molecular Biology. His doctoral dissertation was titled Substrate Specificity of the Molecular Chaperone GroEL/ES: Studies with the Model Proteins Rhodanese and Green Fluorescent Protein. He was a Howard Hughes Postdoctoral Fellow at Yale University School of Medicine, where he focused on mechanistic biochemistry, specifically protein folding and unfolding in vivo.
During his time with the University of Colorado Skaggs School of Pharmacy and Pharmaceutical Sciences, he collaborated with specialized programs on the campus and at other institutions, including the School of Medicine, the School of Pharmacy, National Jewish Health and Colorado State University. Most of his work focused on cardiovascular health and cancer.
During his time at the university, he was awarded grants of up to $1 million from the National Institutes of Health, the Colorado Office of Economic Development and International Trade, Colorado’s Bioscience Discovery Evaluation Grant Program, the National Center for Advancing Translational Sciences, The National Institute of Neurological Disorders and Stroke, the Butcher Foundation and Golfers Against Cancer.

domain: chemistry


text:
FLU VACCINATION - we are now booking appointments for this years seasonal influenza vaccination, please ring the practice on 01792 403010 to book - further information is in the flu vaccination programme tab below or speak to the receptionist for details.
IMPORTANT NOTICE FOR PATIENTS
It is now a legal requirement to wear a face covering in all indoor public places.
Please click on the link below for full advice from Welsh Government.
In view of the current situation with respect to the Corona Virus outbreak, we moved to a triage system in August 2020.
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I need to see or speak to a GP (ROUTINE) – Submit a request via askmyGP before 10.30am Monday to Friday. A GP will telephone you or message you back. Click on the Logo above to register, there are further instructions if you have difficulty in the following link AskMyGP How to Register
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COVID VACCINATION BOOSTER - Patients will be invite by the Health Board
Booster doses for over 50s
In line with JCVI guidance, The health Board have begun the programme of booster vaccinations – starting with those aged over 80, people living in care homes, and frontline health and social care workers.
Health and social care workers are being informed of arrangements via a text message, and the health board are visiting care homes to deliver vaccinations to the people who are staying or live there.
Please note that there has to be at least a six-month gap between your second dose and your booster dose so it may be that you are called a little earlier or later than family or friends around the same age.
Go to this page on the health board website for more information on the booster programme.
Third doses for immunosuppressed people
The Health Board have also started directly contacting people who are immunosuppressed to book an appointment for their third primary Covid-19 vaccine dose.
If you are immunosuppressed, you will be eligible for a third dose, as well as a booster dose – four injections in total. You will receive your booster dose six months after your third dose.
First doses for 12-15 year olds
The Health Board have started to vaccinate 12 to 15 year olds with the aim that everyone in this age group will have received an appointment offer by the 1st of November.
They are sending letters to home addresses with details of a scheduled appointment at a Mass Vaccination Centre in Swansea or Neath Port Talbot.
Go to this page on the health board website for more information on Covid-19 vaccinations for 12-15 year olds.
The link below is to the Swansea Bay Health Board website which is updated regularly on the roll out of the vaccination program including their newsletters which have very useful information.
If you haven’t yet had your FIRST vaccine for ANY reason:
Please contact the Health Board booking centre on 01792 200492 or 01639 862323 between 9am and 5pm Monday to Saturday to make an appointment.
Foreign Travel - Link to information on Foreign Travel and Covid Passport from Swansea Bay Health Board below
Swansea Bay Health Board Travel Link
NHS Covid Pass
Mandatory Covid passes for nightclubs and large events will be introduced on Monday, October 11th.
You can access the NHS Covid Pass via the NHS website or request a paper copy.
Go to the Welsh Government website for details on how those who have had two doses can get the Covid travel pass.
Mumbles Medical Practice
Working as a team, the doctors and staff in The Mumbles Medical Practice will strive to provide the best possible care for the needs of our patients and feel that the services we offer are tailored to meet that need.
We hope you will be able to put some time aside to read the contents of this website, as we have attempted to include comprehensive information to help patients understand the services we offer under the terms of the NHS General Medical Services Contract which has been operational since April 2004.
If you have any queries regarding the information on the website, please speak to one of our receptionists for assistance or ask to make an appointment to discuss your questions with
Caroline Jones, Practice Manager.
We have a branch surgery at Murton Health Centre in Bishopston. See the Contact Us page for details.
For opening times at both surgeries see the Appointments page.
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|The 39 Clues: The Sword Thief|
Title: The 39 Clues: The Sword Thief
Author: Peter Lerangis
Publication Date: 2009
How I Found It: We're listening through the series.
Date Completed: 12/30/16
Summary: Amy and Dan Cahill take their search for clues to the family secret to Asia.
What I Thought: We listened to this book on the way home from Christmas in the Midwest. As I've mentioned in posts about previous books in the series, they make for good road trip entertainment. They are fast-paced and fun. They also require a serious suspension of reality and adult wisdom. These kids do all sorts of stuff without any adult involvement or supervision. Sure, there are some token adults around from time to time, but they do way more on their own than would ever be possible in the real world.
Case in point: in this book, Amy and Dan are booted from their international flight when their also-underage cousins pose as them and end up on the flight with their au pair instead. Thus, Amy and Dan are left to wrangle passage to Asia on their own. Sure, they run into an uncle who helps, but my gosh. Everything about this storyline is absurd.
Once in Asia, though, they end up teaming up with their cousins, who have pretty much been their archnemesis to this point. I really liked that. They are thrown together by the circumstances and recognize, at least briefly, that they are better off working in conjunction with one another. This is all well and good until Amy and cousin Ian Kabra got the hots for each other. We had two issues with this. 1) These are kids and this is a kids series. While 14-year-olds do totally have crushes on one another, this felt unnecessary to the characters. Especially when they kissed. It seemed to be a pretty chaste kiss, but still...they're like 14. 2) OH MY GOSH, NO! I get that they are distant cousins and all, but the whole premise of this series is that they all are from the same family and the authors continually have referred to the Cahills and Kabras as cousins. So, when Lerangis brings this romance into things, it feels super incestuous and not ok at all. Kevin and I were rather disgusted by the whole thing. Really, it's a small part of the book and Lerangis does use it to advance the story and explore Amy's character a bit more, but still. Cousin lovers are only ok when addressed tongue-in-cheek like on Arrested Development.
The book is fairly predictable, as are all the books in the series, but it's still fun. This one takes the kids to Japan and Korea and explores some Asian military history. I did not know much about the historical content, so that was a nice switch from Ben Franklin and Mozart. I did like how the authors are dropping out certain "teams" in the hunt with each book. I was not particularly sad to see Jonah Wizard gone from this book. Here's hoping the obnoxious Holt family are the next ones to go. From here, they Cahill crew is headed to Egypt. I'll be back with a review of Book Four sometime after our next road trip...whenever that is.
Will I Re-Read: Unlikely
If You Liked This, Try: James Clyde and the Diamonds of Orchestra / Dealing with Dragons / Mandie and the Secret Tunnel
A Reduced Review: The hunt for family clues continues...and gets a little weird in the process.

domain: entertainment


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Force and Destiny - (SWF01a) Character Folio - Belandi soundofheaven.info Force and Destiny - (SWF02) Beta Core soundofheaven.info, , MB. FORCE AND DESTINY. Darkness covers the galaxy. The evil. GALACTIC. E M P IR E rules through fear, holding countless planets in an iron grip. The dreaded. Force and Destiny Star Wars RPG PreGenerated Characters.
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|ePub File Size:||17.71 MB|
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Force and Destiny Beta - Ebook download as PDF File .pdf), Text File .txt) or read book online. FFG Beta from August Beta testers up-to-date on all of the latest changes to the design of the Force and destiny Core Rulebook. The most recent update to this document was on De-. This document serves to keep the Force and destiny. Beta testers up-to-date on all of the latest changes to the design of the Force and destiny Core Rulebook.
Even institutions that exist to uphold evil laws, such as the Empire, have codes of conduct that apply to their enforcers. Change the cost of this attachment from R 7. They are opposed to needless violence but know that when confronting true evil. Agility is used for a number of physical skills, such as Coordination, and it is key to ranged combat skills such as Ranged Light and Ranged Heavy. The first outcome to resolve is the success or failure of the skill check. Then, the players can determine if any signifi cant side effectsgood, bad, or bothare triggered. A ge of R ebellion details the struggle be tween the brave freedom fighters of the Rebel Alliance and the tyrannical Galactic Empire.
This adventure marks the second in the Dawn of Defiance Story Path. This adventure marks the third in the Dawn of Defiance Story Path. The Target is the destruction of an Imperial Torpedo Sphere. Check out this thrilling and fun adventure. Tatooine Manhunt. Strike Force: Black Ice. Black Ice is an adventure designed for four to six player characters and a game master.
You cannot fight a ware without supplies. That is the hard fact that the burgeoning Rebel Alliance is learning everyday.
Written by Mikayla Donaldson. Otherspace II: Game Chambers of Questal. Rebel Heroes investigate the disappearance of their comrade Tiree on the planet Questal. He went there without orders and without consulting Rebel High Command. Where it anyone else, the disappearance might have been dismissed as a joke or jaunt. But Tiree is too good a soldier for that Fire Across the Galaxy. Its has been a few years since the battle over Yavin 4 and the Rebellion has scored it's first major victory against the Galactic Empire with the destruction of the Death Star.
Now the Rebellion must regroup and gather together more resources to continue the fight against the Empire. Click Here to visit our facebook group. A Night at Tosche Station. The GM can use this adventure as a starting place for a new campaign or as a transition between stories. Kypperon Capture. This is the first adventure in the st Legion Storm Commando Series. Each adventure in the series is meant to be episodic and stand alone.
It is easy to bring in new players or replace characters that die. Written by James "Shockwave" Noyes-Shimomura. Imperial Storm Commando. If the green die showed a zero instead, the percentile roll would be read as 7 zero-seven. Understanding these symbols allows the players to more fully contribute to the story, generating memorable details and describing cinematic actions over the course of their adventures. This section introduces and defines the different sym bols, then describes how they are used in play.
Ju st like the special game dice, these symbols can be classified into several broad categories. The three types of symbols represent positive results, negative results, and Force resources. Did the character succeed by the skin of his teeth, or was the success so complete that all of the facilitys security systems, not just those governing the cell block, were quietly deactivated?
These sorts of specific results of character skill checks are determined by interpreting positive dice symbols. Success is un dermined by Failure. Based on the core mechanic, if at least one Success remains in the pool after all cancellations have been made, the skill check succeeds. For example, in combat, each net Success is added to the damage inflicted on the target. Generat ing four net Successes inflicts four additional damage. Examples of these positive side effects include slicing a computer in far less time than anticipated, finding unexpected cover during a firefight, or recovering from strain during a stressful situation.
Its possible for a task to fail while generating a num ber of Advantage symbols, allowing something good to come out of the failure. Likewise, Advantage can oc cur alongside success, allowing for significantly positive. Its important to remember that Advantage symbols do not have a direct impact on success or fail ure; they affect only their magnitude or potential side effects. Advantage is canceled by Threat. If a skill check generates one or more net Advantage symbols O the player can spend that Advantage to apply one or more special side effects.
These could include triggering a Critical Flit, activating a weapons special quality, recovering strain, or even performing additional maneuvers. The applications of Advantage are covered in more detail on page Each Tri umph symbol 0 provides two effects: This means that the Success generated by a Triumph symbol could be canceled by a Failure symbol T generated during the same skill check.
Second, each Triumph symbol can be used to trigger incredibly potent effects.
Two common uses are to trig ger a Critical Injury upon a successful attack and to ac tivate a weapons special quality. Effects generated by a weapons special quality usually require multiple Ad vantage symbols O to activate.
Triumphs may activate other potent effects as well, including effects above and beyond those triggered by Advantage. These ef fects may be set by the GM, or they may defined by the environment, a piece of equipment, or a special character ability.
See page for more information on using the Triumph symbol to trigger effects.
Players gain both effects with each Triumph symbol; they don't have to choose between the Success and the special effect trigger. Although the Success aspect of the Triumph symbol can be canceled by a Failure symbol T , the second aspect of the J result cannot be canceled.
Multiple Triumph symbols are cumula tive: The Triumph symbol only appears on the. Is the failure severe, resulting in a terrible crash? O r does it result in little more than a scratch on the speeders fuselage?
Such details are provided by interpreting negative dice symbols. Three negative symbols are found on the task resolu tion dice. These results are Failure, Threat, and Despair. Failure undermines Success. Fortunately for characters, multiple net Failure symbols T do not influence the magnitude of the failure.
Failure symbols appear on ,. Examples of these negative side effects include taking far longer than expected to slice a computer terminal, leaving an opening during a firefight that allows an enemy to duck into cover, or suffering additional strain during a stressful situation.
Its possible for a task to succeed while generating a number of Threat symbols, tainting or diminishing the impact of the success. Likewise, Threat can occur alongside Failure, creating the possibility for some sig nificantly dire outcomes. Its important to remember that Threat symbols dont directly impact success or failure, only their magnitudes or potential side ef fects. Threat cancels Advantage. There are a wide variety of possible effects that Threat may trig ger.
If a skill check generates one or more net Threat symbols, the GM generally applies one or more spe cial side effects. These could include being knocked prone, losing the advantage of cover, taking more time than anticipated, suffering strain during a normally routine action, or giving an enemy an opportunity to perform a maneuver.
The applications of Threat are covered in more detail on page Each Despair symbol imposes two effects: This means that the Failure represented by a Despair symbol could be canceled by a Success sym bol generated during the same skill check. Second, each Despair can be used to trigger po tent negative effects.
Despair may activate other potent effects as well, including effects above and beyond those triggered by Threat. These effects may be determined by the CM or defined by the en vironment, an adversary, or a special character abil ity. Players suffer both effects of each Despair symbol; they do not get to choose between the Failure and the special effect trigger. The Despair symbol only appears on the die. There are two types of Force symbols: O and appear on Force dice O, which are used frequently for characters who are Force users, strug gling with the balance of the light and dark sides of the Force.
Force-sensitive characters can use these resources to help fuel special abilities such as teleki nesis and precognitive combat awareness. Unlike the positive and negative dice used for task resolution, Force dice generate resources that are spent to fuel a powers effects, such as its magnitude, range, or duration. The Force die O and the mechan ics that govern it are very different from the core skill check mechanics of F orce and D estiny.
The Force There are other uses for the Force dice besides employing Force powers. Another common applica tion of Force dice in F orce and D estiny is their use to determine a group's starting pool of Destiny Points at the beginning of each session see page In everything from seemingly mundane actions, such as repairing a damaged starship or negotiating the price of a crate of rations, to extraordinary feats, like balanc ing on the edge of a skyscraper in a rainstorm while fighting a deadly bounty hunter, characters will in evitably be put to the test.
When the outcome of a PCs attempt at a task is uncertain, the player usu ally needs to roll a skill check to determine the tasks success or failure.
These skill checks hinge upon a number of different character attributes, including skills, special talents, and inherent abilities. The GM decides which type of skill check is re quired for a given task. Once the type of check and. The pool can be a combination of many types of dice, which vary depending on the characters in volved and the specific situation. After the dice pool has been assembled, the play er rolls all of the dice in the pool.
The dice results are evaluated to determine which symbols cancel each other out and which ones are cumulative. Once all evaluations have been made, the player and GM re solve the skill check by determining the actions suc cess or failure. The information obtained from the dice results is used to describe not only the outcome of the check, but also any additional effects, compli cations, or surprises. While advanced or com plex actions may require a large dice pool, the basic dice pool is quite simple.
It relies on three factors: Following a more detailed look at these three fac tors, this section describes how players assemble and resolve basic dice pools and rolls, discusses other types of dice pools, and examines the kinds of checks players might make during a game session.
Brawn and Agility are measures of the characters physical abilities: Intellect and Cunning are the characters mental abilities, reflecting the PCs knowledge, analytical skill, cleverness, and de ductive reasoning. Willpower and Presence represent the characters personality and force of spirit, including such aspects as charisma, mental fortitude, and facility in relating to and interacting with others. A characters species determines that characters starting characteristic ratings.
After all, Mirialans tend to be quick, while Twileks tend to be charming. Each player has the opportunity to increase these default characteristics during character creation by invest ing a portion of the PC s starting experience points. It is important to note that after character creation, increasing characteristics is a significant in-game investment and can only be done by purchasing a specific and expensive talentsomething that might happen only a few times over the course of an entire campaign Players need to think carefully about.
Although it does make sense to focus on characteris tics that improve the characters core skills and talents for instance, an Advisor character might invest in a high Presence, or an Ataru Striker in a high Agility rating , the game system offers a great deal of flexibility. Both going against stereotype and planning ahead in antici pation of purchasing specializations in other careers over the course of a campaign are acceptable options for characters.
For example, a player whose Starfighter. Ace character is big and hulking might elect to increase the characters Brawn, with an eye toward eventually having the character become a Shii-Cho Knight as well. Likewise, a Shadow with a high Presence rating could be just as deft with words as with stealth, opening up the opportunity to perhaps become an Advisor.
Some exceptions exist, especially in powerful or unique cases. For example, a rancor likely has a Brawn rating much higher than that of a PC. A typical humanoid has an average characteristic rating of 2.
A rating of 1 is weak and below average. A characteristic rating of 3 or 4 is significantly above av erage, while ratings of 5 and 6 represent exceptional performance and ability.
During character creation, no characteristic can be increased above 5. Once play begins, PC characteristics are capped at 6. Each species has a default characteristic profile that re flects particular strengths and weaknesses.
This pro file is then augmented and improved during creation by investing experience points. To find the default characteristic profiles of each playable species, see Chapter II: Character Cre ation. The six characteristics are defined below. Characters with a high Agility have flexibility, a good sense of balance, and deft hands.
Agility is used for a number of physical skills, such as Coordination, and it is key to ranged combat skills such as Ranged Light and Ranged Heavy.
BRAWN A characters Brawn represents a blend of brute pow er, strength, and overall toughness, as well as the abil ity to apply those attributes as needed. Characters with a high Brawn are physically fit and hardy, rarely get sick, and have strong constitutions.
Brawn is used for a number of physical skills, such as Athletics and Brawl. Brawn is also used to determine a characters starting wound threshold. Characters with a high Cun ning are savvy, quickly pick up on vital social and. Cunning is used for a number of mental skills, including Deception, Per ception, and Survival.
Characters with a high Intellect can extrapolate and interpolate data, can recall details and draw from previous experience, and can think of long term strategies and envision the ramifications of pres ent actions.
Intellect is used for a number of mental skills, including Astrogation, Computers, and all of the Knowledge skills, such as Lore and Xenology. Characters with a high Presence make natural leaders, draw attention when they enter a room, can easily strike up a conversation with nearly anyone, and are quick to adapt to social situations.
Presence is the key characteristic for interpersonal skills such as Charm and Leadership. Characters with a high Willpower can withstand stress and fatigue, remain composed during chaotic situations, and exert influence over the weaker-willed. Willpower is used for skills such as Coercion and Vigilance.
Willpower is also used to determine a characters starting strain threshold. Characteristics also influence skills, a wide variety of character abilities, and some derived statistics. For example, in addi tion to being used for Athletics and M elee combat skill checks, Brawn is used to determine a character's starting wound threshold and forms the basis of a character's soak value.
As mentioned previously, characteristics are one of the three factors that affect the composition of a dice pool for a check the other factors being skill training and task difficulty. Skills represent the characters training and experience in performing specific tasks and actions. Although a character can attempt almost anything even without.
Skills, the second factor influencing a dice pool, represent specific training, hands-on experience, and focused knowledge in a certain area. Each skill is linked to a specific characteristic, which is the default ability a character uses when performing a task with that skill. Proper skill training can compensate for a characters low characteristic rating. Flowever, the most proficient characters are those who have both the proper training and a strong linked characteristic.
A characters career choice provides career skills. Characters start out with training, or ranks, in some of their career skills. As time passes during a cam paign, a character can learn and improve any skills the player likes; however, improving career skills costs fewer experience points than increasing skills outside the PC s career. For a more in-depth look at skills and their applica tions, see Chapter III: The character istic and skill ranks add positive dice to the dice pool.
Difficulty adds negative dice, making success more challenging. In addition to dice that represent the tasks inherent difficulty, other dice are added to re flect further complications based on the environment or specific situation. While the characteristic and related skill are derived from the character attempting the task, the difficulty of a task is set by the GM. There are six basic difficulty lev els. Some modifiers and situations may warrant checks higher than the sixth level, Formidable, subject to the G M s discretion see the Impossible Tasks sidebar on page 27 for an optional seventh difficulty level.
A task attempted against a set difficulty level is referred to as a standard check. For example, a player. Example Routine, with the outcome rarely in question. Usually not rolled unless the CM wishes to know the magnitude of success, or unless Setback dice indicate the possibility of complications. Picking a primitive lock, tending to minor cuts and bruises, finding food and shelter on a lush planet, shooting a target at close range.
Picking a typical lock, stitching up a small wound, finding food and shelter on a temperate planet, shooting a target at medium range, trying to strike a target while engaged. Picking a complicated lock, setting broken bones or suturing large wounds, finding food and shelter on a rugged planet, shooting a target at long range. Picking an exceptionally sophisticated lock, performing surgery or grafting implants, finding food and shelter on a barren desert planet, shooting a target at extreme range.
More detailed examples of each difficulty level are provided next to give play ers a clear idea of what the different levels represent. Success is assumed for the majority of attempts at Simple tasks. If failure is virtually impossible, the task wont even require a check: If circumstances make the outcome uncertain, then a Simple task may require a roll. This may be the case only if one or more are intro duceddue to injuries, environmental factors, or op position by foes, for example.
A Simple task adds no Difficulty dice to the skill checks dice pool. A typical character with the proper training, resources, and tools for a. Often, the magnitude or potential side effects are more uncertain than the success itself. An Easy task adds one Difficulty die 4 to the skill checks dice pool.
A typical character with the proper training, resources, and approach to the situa tion might expect to succeed at Average tasks slightly more often than he fails.
An Average task adds two Difficulty dice 4 4 the skill checks dice pool. Success is certainly feasible, but failure is far from sur prising. A typical character with the proper training, resources, and tools for the situation should expect failure at Hard tasks more often than successespe cially without Destiny or other advantages on his side.
A Hard task adds three Difficulty dice: Success may be difficult to achieve, but its certainly possible. A typical character with the prop er training, resources, and tools for the situation will likely experience failure more often than success at Daunting tasks and may wish to look for some benefi cial circumstances to aid him. A Daunting task adds four Difficulty dice to the skill checks dice pool. In fact, if ca sually approached, a Formidable task is most likely impossible.
Flowever, with proper planning, a welltrained and well-equipped character has a chance at success. Typical characters almost always fail at For midable tasks. Even trained veterans fail Formidable tasks more often than they succeed. Failure seems inevitable unless the character can apply one or more advantages, such as Destiny Points or bonuses from specific equipment, talents, or assistance.
In al most all cases, the GM simply states that any such check automatically fails without needing the player to assemble and roll a pool of dice. However, the GM may decide to allow a PC to attempt a check where success is extremely im probable-throwing a grenade in hopes that it puts out a fire; scaling a perfectly smooth wall; or using reason to calm a rampaging rancor. Allowing PCs to attempt an impossible task should be relegated to critical moments in a storys arc or truly life-or-death situations only.
To prevent players from abusing these oppor tunities, attempting an impossible task au tomatically requires the player to spend one Destiny Point. The player gains no benefits for doing so, beyond being able to attempt the task in the first place. The player also may not spend any additional Destiny Points on the check. W hen a character wants to attempt some sort of action that might have a chance of failure, the player makes a skill check. The skill check uses the charac ters appropriate skill: Athletics for breaking down doors, Knowledge for recalling facts, or Charm for convincing a guard to let the character enter, for example.
Each skill also has a linked characteristic: To make a skill check, the character assembles a dice pool. A characters skill training and the associated charac teristic are equally important in building a dice pool. W hen a task is attempted, the GM determines which skill is most appropriate. The skill used determines which characteristic is used. For example, if the char acter is attempting to bypass a security terminal by slicing its alarm system, the skill check would use the Computers skill, which is linked to the Intellect charac teristic.
The ratings for these two attributes determine the number of Ability and Proficiency dice that are added to the dice pool. There are two sides to every basic dice pool: W hen building a dice pool, every aspect of the players and C M s contribut ing dice should be explained and defined before the roll is made. The GM sets the difficulty level of the task once, prior to the roll. After creating the base dice pool, either side may have the opportunity to upgrade dice.
A player can start building the dice pool once the proper skill and characteristic are determined. To add dice to the pool, the player compares the PCs ranks of skill training to the linked characteristics rating.
The higher of the two values determines how many Ability dice are added to the skill checks dice pool. Then the player upgrades a number of those Ability dice equal to the lower of the two values.
If a charac ter is unskilled possesses no ranks in the necessary skill, then zero is autom atically the lower value, and the character will rely solely on the appropriate. This also applies if the character has a zero in the corresponding characteristic; however, in practice, its almost impossible for a character to have a zero in a characteristic.
This uses Sarendas Athletics skill and Brawn characteristic. Sarenda has Athletics 2 and Brawn 3. Her Brawn is higher, so the player begins by adding three Ability dice 0 0 0 to the pool.
Sarendas Athletics skill is lower, so the player upgrades that many dice two to Profi ciency dice OO. To attempt the jump, Sarenda starts out with three dice in her pool: The difficulty level of the task determines the number of Difficulty dice that the player must add to the pool.
For example, an Average skill check means the player adds two Difficulty dice to the dice pool. In some cases, the GM may upgrade one or more of these Difficulty dice by removing them from the dice pool and replacing them with an equal number of Challenge d ic e.
Difficulty dice are usually upgraded into Challenge dice when a character faces skilled op position or particularly challenging circumstances, or when the GM invests Destiny Points to make a check more challenging. After setting the difficulty level for the task, the GM adds the corresponding number of Difficulty dice to the tasks dice pool.
If no other factors are deemed to influence the outcome of the attempt, the basic dice pool is now complete and can be rolled to determine success or failure, as well as any potential side effects. Later, Dao must attempt to jump over the same chasm. Dao, who constantly trains and condi tions his body, has an Athletics skill of 3. How ever, his Brawn is only 2. His Athletics skill is higher, so the player begins by adding three Abil ity dice 0 0 0 to the pool.
Daos Brawn rating is lower, so the player upgrades that many dice two to Proficiency dice O O. To attempt this action, Dao starts out with three dice in his pool: O O O one Ability die and two Proficiency dice. Following the prior examples, the GM reviews the table of difficulty levels. Deciding that this chasm is only a couple meters across and the edges are firm and covered with vines that could provide handholds, the GM assigns a difficulty of Average to the task.
Two Difficulty dice are added to the players dice pools when they attempt to jump across the chasm. Note that both Sarenda and Dao begin with the same size and type of dice pool, despite the fact that their Brawn ratings and their ranks in the Athletics skill are different.
The system allows a character to compensate for a lack of innate abil ity by improving trained skills, and vice versa. He has Brawn 2 but no ranks of training in Athletics. His Brawn is higher, so the player begins by adding two Ability dice 0 0 to the pool. Since he has no ranks in Athletics, that value is considered to be zero, and no Ability dice are upgraded to Proficiency dice.
To attempt the action, Tarast starts out with only two dice in his dice pool: Difficulty Levels, on page However, the S ta r W ars universe is a vast place where any number of environmental effects can im pact the actions taken by the characters.
Howling gale-force winds caused by atmosphere escaping through a breach in a starship hull can negatively impact any action, while a motionless space pirate silhouetted by a bright light is a much easier target to hit.
If an action is important enough to assemble and roll a dice pool, theres a good chance other fac tors are involved. These other factors affect or modify the dice pool in a number of ways. These modifications may be triggered by the players or the GM, or they may simply make sense given the environment and situation. Examples of fac tors that warrant modification of the dice pool include obstructing terrain, poor lighting, tactical advantages, time constraints, superior equipment, special tal ents, unlocked career abilities, investment of Destiny.
The difficulty should be set based on the task itself, not on the circumstances surrounding that specific attempt at the task. In general, once set, the difficulty level remains the same, regardless of who, what, when, or why that particular task is attempted. Upgrading or downgrading dice is not usu ally necessary unless a specific rule or ability calls for it. These situations are defined by the individual abilities, and are generally not applied arbitrarily by the CM.
If the circumstances for a particular execution of a task are unique, then the GM may de cide the task warrants the addition of Boost or Setback dice. Added dice should reflect the elements that make this attempt distinct or special. As a general rule, if the CM feels that a skill check has distinct factors that could modify the outcome, he should consider us ing Boost and Setback dice. Points, and Critical Injuries.
The following sections de scribe these modifications in more detail. Its also important to note that when modifying a dice pool, players perform the modifications in a spe cific order.
First, players assemble the basic pool, and then they add additional dice. Next, they upgrade dice. Then they downgrade dice. Finally, they remove dice. This is done primar ily through the use of Boost and Setback dice. As a general rule, one Boost die is added to the dice pool for each bonus that would help the character succeed, and one Setback die is added for each disadvantage impeding success.
A single Boost die is often enough to represent the benefits provided by useful gear, ample time, superior position, or the element of surprise. If more than one of these advantages is applicable, the CM may allow multiple Boost dice to be added to the dice pool.
Likewise, a single Setback die is usually enough to reflect the impact of detrimental or obstructing ef fects like poor lighting, inferior supplies, harsh envi ronments, or outside distractions. If more than one of these disadvantages is applicable, the C M may add.
Its important to note that while these dice are essentially mirror op posites in their use, Boost dice and Setback dice do not cancel each other out. If the situation warrants the addition of two Boost dice and one Setback die, all three dice are added to the dice pool.
The use of Boost dice and Setback dice is a com mon device all players can use to help reinforce im portant elements of the story. Players should describe their characters actions in detail, pointing out both advantages and disadvantages that may influence a particular action. Some equipment may add Boost dice to a pool to reflect superior craftsmanship, while talents may allow a player to add Boost dice to a pool to reflect special training or aptitudes that apply to the situa tion.
Maneuvers like aiming may also allow a player to add Boost dice to a pool. Conversely, some effects may specifically impose Setback dice.
While the players may suggest the addition of Boost or Setback dice, the GM is the final arbiter, deciding which and how many dice are added to the pool. The CM does have access to helpful guidelines when making those decisions and should use common sense depending on the way the scene and action have been described.
See the Positive Dice and Negative Dice sidebar on page 17 for examples of the types of situations that may warrant the addition of Boost or Setback dice.
Likewise, circumstances can turn a potent die into a weaker one.
Improving a die is called up grading, while weakening a die is called downgrading. Beyond the upgrading based on a characters ranks. For example, the Dodge talent al lows a character to upgrade the difficulty of a combat check made against him by a certain value. Certain talents and special abilities also allow a character to upgrade or downgrade dice.
When an Ability die is upgraded, it is converted into a Proficiency die O. In this case, the player performs the following steps. First, he determines how many die upgrades re main. This process is repeated until all remaining upgrades have been applied. Likewise, if a player needs to upgrade Difficulty dice into Challenge dice but there are no more Difficulty dice in the pool, the same process is followed. The player first determines how many dice are to be downgraded.
Increasing or decreasing difficulty is simply a measure of how many Difficulty dice 0 are added to the initial dice pool; this is covered in more detail on page Up grading Difficulty dice 0 into Challenge dice O is generally triggered by a special ability or the investment of Destiny Points by one of the participants.
If all of the potential dice are already in their downgraded form, any further downgrades are ignored. When this occurs, all upgrades are applied first. Then, any downgrades are applied.
This is important, since upgrading dice could add more dice to the overall pool. Most often, this is a result of character talents that allow the removal of Setback dice to reflect a level of expertise in over coming minor distractions or disadvantages that would rattle a less experienced character.
In a similar fashion, a skilled enemy may have a talent that removes Boost dice from skill checks made against that enemy. The individual talent or effect describes what cir cumstances warrant the removal of dice, as well as the number and type of dice to be removed. If an ability would remove more dice of a type than there are in the dice pool, the maximum number of dice available are removed, and any additional removals are ignored.
The first outcome to resolve is the success or failure of the skill check. Then, the players can determine if any signifi cant side effectsgood, bad, or bothare triggered.
Whether the task is attempted amidst the chaos of a punishing planetary bombardment or in an Imperial in terrogation room, nearly anything can happen. If all Successes and Failures Y in the pool are canceled out, or if there are any net Failures Y re maining, the skill check fails.
If at least one Success remains, the skill check succeeds. Remember, a dice.
FHaving one or more net Advantage symbols O indicates a positive side effect or ben efit. Having one or more net Threat symbols indicates a negative side effect or complication.
If all the Advantage O and Threat sym bols cancel each other out, there are. The positive and negative side effects can occur regardless of whether the task suc ceeds or fails.
Advantage O and Threat can be used to fuel a wide variety of side effects. The player rolling the skill check generally chooses how to spend Advantage O. Various weapons, talents, and equipment may have special uses for Advantage O Threat is generally spent by the CM to impose some sort of complication, with more severe compli cations requiring more Threat Threat can re sult in side effects such as suffering strain, providing an opportunity to an opponent, falling prone, being subjected to environmental effects, or a task taking longer to complete than expected.
Various talents, environments, and opponents may have special uses for Threat For more about using Advantage or suffering from Threat, see page and Rather, they indicate an especially positive or unfor tunately dire side effect. In this case, both re sults are interpreted separately As with Threat, its possible for a skill check to succeed but still im pose a Despair effect, or fail but still trigger a Triumph effect. For more about the specific applications of Tri umph and Despair, see page and M any weapons and talents have side effects that can be triggered using a Triumph result.
Otherwise, the scenario or GM may present further options for using Triumph. Triumph can be thought of as an enhanced, more powerful version of Advantage. Second, a Despair result indicates an unfortunate consequence, significant complication, or dire effect related to the task. The opponents abilities, the envi ronment, or the encounter description may offer dif ferent options for using Despair.
Despair can be viewed as an upgraded, more po tent form of Threat. Flundreds of outcomes are possible with almost every skill check. A character may achieve a high-magnitude success with no other complications, a low-magnitude success with Advantage, or a moderate success with Advan tage that is tempered with Despair.
Likewise, a failed check may have a silver lining if accompanied by Ad vantage or Triumph, or it may create a truly dire situ ation when accompanied by both Threat and Despair. The sheer number of possibilities provides opportuni ties to narrate truly memorable action sequences and scenes. Nearly anything can happen in the heat of the moment; even a single shot fired at an Imperial Star De stroyer might hit some critical component that results in its destruction.
Players and GMs alike are encouraged to take these opportunities to think about how the sym bols can help move the story along and add details and special effects that create action-packed sessions. However, there may be some situations that require a slightly different approach to properly resolve.
Are the characters involved in a high-stakes negotiation, competing with multiple factions for their goal? Or are they racing to escape the clutches of Im perial agents hot on their trail? In addition to the standard skill check, Force and D estiny uses opposed checks, competitive checks, and assisted checks. Opposed checks are often used when the success or failure of a task is strongly influenced by an opponent.
Competitive checks can be used to determine which character performs better when two or more characters are attempting the same task. As sisted checks are simply variations of other checks but with two or more char acters workinp fopether. For example, a Force-sensitive Sentinel lies to an Imperial governor, claiming to know nothing about the ancient Jed i holocron that recently vanished from the governors collection.
The Sentinels Deception check might be opposed by the governors Vigilance. Opposed checks are most often applicable when a task involves directly opposing the task that another character is performing, or when a task involves try ing to go unnoticed, undetected, or undiscovered by someone else. Flowever, rather than simply being assigned by the GM, the dif ficulty of an opposed check is determined by a quick comparison of the opposing characters relevant char acteristic and skill ranks.
Building the active characters dice pool starts out fol lowing the same procedures as those for a basic dice pool.
Ka veri has Agility 4 and Stealth 2, building an ini tial dice pool of four Ability dice, two of which are upgraded to Proficiency dice O O O O i n total. The nexu has Cunning 2 and Perception 1. If there are no other factors, the skill check has six dice: When multiple characters are attempting the same task and the players need to determine who accomplishes the task first or performs it better, or to measure some other outcome, they are engaging in a competitive check.
For example, two characters engage in a friendly arm-wrestling contest aboard their starship.
Each one has the same goal: The winner can be determined through a competitive check to see who outperforms the other. Additional examples include several pilots navigating an asteroid training course, or two politicians trying to win over an undecided crowd during a council hearing.
For a competitive check, the GM assigns a difficulty level for the task, and each character involved in the competition makes a skill check based on that diffi culty. If none of the characters succeed at the check, then none win, and the competi tive check results in a draw.
If two or more characters generate the same number of the check goes to a tiebreaker to see if the draw can be resolved. Although O and J still provide their customary effects in these situations, they also provide one ad ditional benefit.
If the characters are still tied after evaluating these categories, the competitive check is a draw. In this case, the GM may simply appoint a winner, declare that all tied parties have lost, resolve the draw with another competitive check, or find some other way to settle the competition. Pon wins the competitive check based on the tiebreaker since the also counts as a Success , convincing the dealer to tell him where the dealer got the crystal in addition to selling the crystal to him.
Perhaps even though Pon won the argument, the dealer saw how desperate he was to get the crystal, and gouged him on the price. Meanwhile, the dealer took a liking to Belandi and gave her a discount on anything else she wanted to purchase from his shop. Fortu nately, characters canand should provide assis tance to each other in performing a variety of tasks.
Characters who follow tile Mystic career are typically born to accept this mantle. From the time they first open their eyes. They constantly perceive the ebb and flow of its energies between all living things To many Mystics. It teaches them to trust their instincts more than any training or instruction. It is not uncommon for some Force adepts to feel compelled to travel throughout the galaxy to aid those in need and to oppose those who use the dark side.
White some might focus their attentions in cities and urban centers. A Force adept who is willing and able to travel and work in these environments can help ease crushing poverty or crippling plagues of hunger and disease.
He can also discover new Force techniques. A Seeker must be capable of doing all of these things, white traveling far from any meaningful support network. Every city has its secrets, and every shining beacon of civilization has its seedy underworld. Within these shadowy depths, miscreants and malcontents prey on the helpless, committing heinous crimes and leaving misery and chaos in their wake. Most law enforcement agencies try to combat criminals without violating the very laws the agencies exist to uphold.

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12 Volt 3amp ON-OFF Toyota OEM Replacement Push Switch with dual LED blue lights for FJ Cruiser, Highlander, Tacoma, Tundra and 4Runner
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