The first pages of the book give you a crash course in the setting, including the climate, geography, flora and fauna of Avernus and introducing terms such as drakonium, Armageddon Virus, the Ultramundae (the Ultramunda was a planetwide data network housing thousands of virtual intelligences, but it has since fractured into many smaller networks; an ultramancer is someone who is able to hack these networks) , panzers (war robots, ranging from humanoid to giant vehicles), xenogens (alien races trapped on Avernus when it was quarantined) demons, apokalypse legions (hordes of panzers gone mad, roaming the deserts seeking to destroy all organic life), skavengers (hardy souls who live out in the wastes rather than one of the great cities), and much more. Whenever I finish reading this brief section, my mind is awhirl with different campaign possibilities, let alone adventure ideas.
Skavengers are gangs in the deep wastes who survive through raiding each other, hapless konvoys, and the many small wastelander habtowns scattered between the great metrozones. They are brutal and most dangerous when a warlord emerges to unite the gangs into formidable army.
A number of post-apocalyptic creatures are presented here, including cybernetic great cats, demons, Apokalypse Legions (armies of rogue panzers seeking to wipe out organic life), nekrovores (zombies), and even giant sandworms. Of special note is The Swarm, a hive-like race from the stars that resemble giant insects and for all intents and purposes are the aliens from the Alien series of films. Despite the fairly obvious root of these creatures, they make for an interesting aspect of the setting as there is always a new hive popping up somewhere in the wastes. The section ends with some notes about environmental hazards including red rain, which soaks into the skin and causes an uncontrollable berserker rage, and shatterstorms, which are massive and deadly sandstorms.
Ok, so there is no Waste World movie. However, there is an incredible amount of Waste World-like imagery in the film Judge Dredd starring Sylvester Stallone. It may not be award-winning cinema, but it features metrozones, wastelands, cybernetic mutants, panzers...in many ways it almost feels like an unofficial Waste World movie.
Style: 5 (Excellent!)Substance: 5 (Excellent!)Immortal samurai with energy blades. Powered armor with razor-sharp wings. Armies of mad robots bent on destruction. Hardened wasteland warriors. Demons. Undead. Mutants. Ridiculously large guns. Sound like fun? Waste World may be the game for you.David Stallard has written 5 reviews, with average style of 4.20 and average substance of 3.80 The reviewer's previous review was of Agent S.E.V.E.N.: Passport to Intrigue.The reviewer's next review is of Shard RPG: Basic Compendium.
Screening levels are concentrations of chemicals in soil, ground water, or air that the Office of Land Quality has determined are acceptable under specific conditions. Current and previous screening level tables are available for download in PDF or XLS format.
This game is on point. Takes a lot of the great innovative features of 6e, marries them with a unique, dynamic, creative way of bringing magic and spells to your game, and mixes that with a mysterious war-ridden world ala Howl's Moving Castle to make a really fascinating RPG.
Behavioral scientists suggest that for behavior change interventions to work effectively, and deliver population-level health outcomes, they must be underpinned by behavioral theory. However, despite implementation of such interventions, population levels of both health outcomes and linked behaviors have remained relatively static. We debate the extent to which interventions based on behavioral theory work in the real world to address population health outcomes.
Weed argues there is no evidence to demonstrate behavioral theory interventions are genuinely effective in real world settings in populations that are offered them: they are merely efficacious for those that receive them. Despite behavioral volatility that is a normal part of maintaining steady-state population behavior levels creating the illusion of effectiveness, interventions fail in shifting the curve of population behaviors because they focus on individuals rather than populations.
Related to this, behavioral scientists need to better demonstrate how theory-based behavioral interventions that work in lab and field experiments, and have been shown to be effective in larger randomized controlled trials and in real world contexts, can be implemented in practice [9, 15, 63, 64]. Such evidence should be the focus of evidence presentations to government and policymakers advocating investment in, and implementation of, behavioral interventions . The expanding discipline of implementation science focuses on translation of research findings into evidence-based practice, and is receiving increased attention in the fields of behavioral science, public health, health promotion, and health policy [65,66,67]. In the context of behavioral interventions, implementation science examines the pathways and strategies necessary for the uptake and implementation of interventions by policymakers and providers. Evidence on how behavioral interventions can be developed by key workers within existing networks, who will ultimately be responsible for implementing the intervention (e.g., health ministers, healthcare providers, school administrators and teachers, workplace health managers, community leaders, urban planners), and how users of the intervention (i.e., those whose behavior needs to change) can be involved in the implementation, is important to ensure that interventions are practically relevant and sensitive to the contextual and cultural characteristics of target populations [64, 68]. In addition, research on how theory-based behavioral interventions can be upscaled so their reach within target populations is maximized and the changes in health behavior and health outcomes promised by formative research realized . Research is needed to identify the conditions necessary to up-scale behavioral interventions in real world contexts, including identifying the partnerships needed to fund, implement, monitor, and maintain interventions; engaging stakeholders to assess the feasibility and acceptability of implementing the intervention in the target community or setting ; assisting governmental agencies in developing multi-level and multi-sectorial plans to implement interventions; and developing ways to embed interventions in existing networks throughout development from inception to implementation .
Some authors [69, 84, 90] have advocated the RE-AIM framework as a Phase IV tool to develop the effectiveness of interventions shown to be efficacious at phases I-III. But, with its focus on ensuring reach, adoption, implementation integrity, and maintenance of the features of the intervention over time, RE-AIM merely attempts to deliver effectiveness by maintaining the controlled environment of phase I-III trials in the real world, which as well as being impractical or uneconomic , is also likely to be futile.
I have argued that while interventions based on behavioral theory have been shown to be efficacious in the controlled environments of phase I-III trials, there is no evidence from genuine phase IV effectiveness trials to demonstrate they work in the real world. However, crucially, I argue that evidence from controlled trials of behavior change interventions simply capture individual behavioral volatility that is a normal part of steady state population behaviors. Furthermore, such interventions fail in shifting population behaviors because they focus on individuals rather than on the multiple complex factors that drive the distribution of behaviors in the population. As such, behavioral theory within such interventions is not an active ingredient, rather it is a dormant recipient of behavior change. Put simply, behavioral theory has no active influence on changing behaviors in the real world.
While evidence for real world effectiveness of interventions based on behavioral theory applied in real world contexts is limited, it is not absent. Good examples of theory-based interventions that have demonstrable real-world effectiveness in changing behavior exist (e.g., graphic warnings on tobacco products). Behavioral interventions offer a range of strategies that, if appropriately implemented, can and will make lasting changes in behavior at the population level. However, I recognize the need to develop the evidence base of effective large-scale behavioral interventions that can be embedded within existing networks, and are sensitive to the social and cultural norms of the target population. The interventions need to be sustainable through, for example, their incorporation into routine care or standard practice. Those developing interventions need to actively engage and lobby policymakers and governments to invest in interventions with demonstrated effectiveness and include them as core components of existing services. Behavioral interventions should be an integral part of a co-ordinated set of strategies that also includes policy change and legislation targeting change in specific behaviors at the population-level.
Hello, James!Thank your for reaching out! If you set a password for your PDF course, the people who will buy it, will also receive the password from you and therefore, they will be able to download the PDF and print whatever materials. Hope this helped.
Overseen by the Office of Personnel Management (OPM), the Combined Federal Campaign is the official workplace giving campaign for federal employees and retirees. Last year, the CFC celebrated its 60th anniversary. Since its inception, the CFC has raised more than $8.6 billion for charities and people in need. CFC pledges make a real and meaningful difference to a countless number of individuals throughout our communities, our nation, and the world. Some people might say it takes an extraordinary person to care enough to give, but it's more common than you think, and it's easy! Anyone can be a changemaker through the CFC. 2b1af7f3a8