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Cyber Monday 2019: Best deals so far on TVs, speakers, game consoles and more (just updated)
This story is part of Holiday Gift Guide 2019, your source for the season's best gifts and deals, hand-picked by the experts at CNET.
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November has come and gone, and so have most of the Thanksgiving leftovers, but that doesn't mean the shopping deals are over — far from it. Feel like you've missed out on some of the best Black Friday deals? Can't wait for Cyber Monday, which officially starts at 12:01 a.m. tonight? Well, here's some good news: Many of those Black Friday doorbuster deals are still available; they're just being called "early Cyber Monday deals." That includes giant price cuts on nearly all Amazon devices, Xbox One consoles, the Nintendo Switch and more — if you can find them in stock. To help you save, we've scoured the best Cyber Monday deals currently available at Amazon, Best Buy, Walmart and other major online retailers, and we're constantly updating below.
Keep checking back for the latest deals to help you save through Cyber Monday. And if you dared to brave the physical, brick-and-mortar stores, we have ideas for how to de-stress. Visit our Holiday Survival Guide for tips on how to get through the season without too much strain on your emotional state or your pocketbook.
David Carnoy
One of the best travel speakers is now available at its best price ever. The little Clip 3 is fully waterproof, has a rechargeable battery, sounds great for its size — and is available in about a dozen cool colors. At this price, it's a steal.
Read our JBL Clip 3 review.
It's not even released yet, but Amazon just trotted out its first-ever discount on the Echo Show 8. It's basically a larger version of the super-popular Echo Show 5 (which is currently on sale for $50, FYI), and therefore better suited to places like the kitchen, where the 8-inch screen makes it easier to view cooking videos and the like.
Read our Echo Show 8 review.
But c'mon… you want the newer, cooler version with the clock built-in, right? It was just introduced in September at $60, but now it's at its lowest price yet: Just $35.
Read our Echo Dot with Clock review.
The new AirPods are the baseline true wireless headphones. They have an open design and the fit can be finicky for some ears, but they're a nice step-up from wired headphones for iPhone users.
Note: The price for this keeps jumping around; it's been $129 and $140 and at time of writing is in between. It also keeps popping in and out of stock. If it's not available when you look, try again in 30 to 60 minutes.
These AirPods are temporarily out of stock, but the deal is still available and will ship when inventory returns.
Read our Apple AirPods 2019 review.
Sarah Tew/CNET
Usually $99, this is the smallest wireless Bose speaker you can buy. It's water-resistant and sounds great for its size. And with no Alexa or Google Assistant on board, there's no privacy worries, either.
Read our Bose SoundLink Micro review.
It's not a Lego toy, though it looks exactly like one, and it's not a Star Wars toy, though it looks exactly like one. Let's just say it's Lego- and Star Wars-themed. It's also super-cool: A kid-friendly drone that promises 10-12 minutes of flight time. Promo code BFMYSTERY is good for 15%-25% off at checkout. (The "mystery" is how big the discount will be.)
Before you buy, be aware that you're getting the original version of the Switch, not the new model. Since that means your battery life will be somewhere between 2.5 and 6.5 hours, you probably want to take advantage of this deal only if you mostly plan to keep it docked. For lots of away missions, you might want to pass on this and get the updated Switch. Here's how to tell the difference between the two Switch consoles by looking at the box art.
Nintendo is bundling the download code for Mario Kart 8 Deluxe with the first-gen version of the Switch for $300, and throwing in a screen protector as well.
Currently available on Amazon and Best Buy. Read our Nintendo Switch review.
An absolute favorite among runners, the Aftershokz are ultra-lightweight and sweatproof, and their unique bone-conduction design means you can hear your music and podcasts without blocking ambient noise (like, say, the sound of cars or cyclists coming up behind you). Discounts are extremely rare, so grab this one while you can.
Read our Aftershokz Air review.
Ted Soqui/Corbis via Getty Images
If you're looking to take the plunge on Hulu's video service, now is the perfect time. This weekend only, you can scoop up the first year of the service for just $1.99 a month — $4 less than the usual price. Yes, there are ads, and yes, the price goes up after the first year. But this is still a pretty sweet deal.
See complete details.
Make your favorite recipes with this Instant Pot that features a dishwasher safe inner cooking pot and three-ply bottom for even heat distribution.
If you've been waiting for a good deal on this terrific TV — we awarded it an Editor's Choice for its image quality, affordable price and best-in-class Roku TV smarts — it's here. And you can get it at that price from several places, such as Walmart, in addition to Best Buy.
Read our TCL 6 Series 2019 review.
Back to its Prime Day low, the Echo Dot (without the clock) puts all of the smarts of Amazon's assistant Alexa into a small and affordable package. Even at its normal price of $50, it's a good deal, so the $22 price is still something to celebrate. With voice commands, you can control your smart home, check the weather, play music, search the internet and more. You lose some sound quality with the smaller size, but you can plug it into your own speakers to make up for the difference.
Read our Amazon Echo Dot 2018 review.
Ben Fox Rubin/CNET
If you want a smart speaker with Alexa that has a little more oomph to its sound quality, the latest version of the original Echo might be the right choice for you. The older version of this puppy was selling for $50 at one point on Prime Day, but with a list price of $100, $60 isn't half bad.
Read our Amazon Echo 2019 review.
With a a 5.5-inch touchscreen and the ability to wake you up with a nifty sunrise animation, this is our favorite smart display with Alexa. And at this price, it's a no-brainer.
Read our Amazon Echo Show 5 review.
This TV from Best Buy's "house brand" comes with built-in Amazon Fire TV, meaning you can stream everything from Disney Plus and Netflix to YouTube and, of course, Prime Video. And if you apply apply the promo code FTVE19 at checkout, you'll get a free Echo Dot.
Sorry, Bond and Bourne: Pound for pound, there's no action-movie series that delivers the goods like Mission: Impossible. This set includes all six titles in both Blu-ray and digital formats. It normally sells for anywhere from $48-$60.
The bundle is also available at Amazon for the same price.
Andrew Hoyle/CNET
Sorry, gotta do it: The Force is strong with this one. Propel's drones originally sold for $180. They're incredibly fun to fly, and if you're able to find the TIE Fighter or Speeder Bike elsewhere, you can engage in actual aerial dogfights. These are getting increasingly hard to find, so don't miss this for just $37.
The latest iPad has a larger 10.2-inch screen and support for Apple Pencil (sold separately). It's a great deal for anyone with a 2017 (non-Pro) iPad or older. This $229 price is available at Amazon and Target right now, but probably won't last the day.
Read our iPad 10.2 review.
Sony/Marvel
Last year's hottest PS4 game originally sold for $60 — and that was without extra content. Right now, you can get the GOTY Edition (which includes lots of extra goodies) for this all-time-low price. It's a must-have for PS4 owners. Shipping is free if you order from Best Buy, but if you'd rather grab it in-store, Walmart has the game for the same price.
Read our Marvel's Spider-Man review.
One of the best TVs we've reviewed this year available at a huge discount. With insane light output, powerful local dimming and one of the best HDR pictures we've tested, this Vizio is a certified beast. You can choose from two sizes, both $400 off the usual price exclusively at Costco.
Here's where you can sign up for a Costco membership if you don't already have one.
Both the 65-incher, linked below, and the 75-incher are available now.
Read CNET's full Vizio P-Series Quantum X review.
We recently awarded the Fitbit Versa 2 our Editors' Choice award, citing its reasonable price, long-lasting battery and compatibility across Android and iOS. We called it "one of the best examples of a hybrid fitness tracker and smartwatch you can buy." Normally $200, it's on sale for a limited time for $150 or $50 off at various retailers, including Amazon, Best Buy, Walmart and Fitbit's own site.
But the best deal as of right now is at Kohl's, where you can get that $150 sale price and $45 in Kohl's Cash. The Cash, or egift card, is good for store purchases, though you have to use it by Dec. 9.
Read our Fitbit Versa 2 review.
Sure, you can get an Xbox One S for about $200 less than the Xbox One X, but if you do that you're sacrificing native 4K gaming, and these days, why would you want to do that? For Black Friday, Best Buy is bundling the Xbox One X with the deluxe edition of Star Wars Jedi: Fallen Order for $350. If you're a Star Wars fan, this is the bundle to get — Fallen Order has received enthusiastic reviews, and the deluxe edition adds bonus skins for the BD-1 and Stinger Mantis as well as a digital art book and 90 minutes of behind the scenes footage from the making of the game. You can whet your appetite by reading CNET's Sean Keane's extensive look at the game. Oh, and the bundle also includes three months of Xbox Live Gold.
Read our Xbox One X review.
With more than 80 built-in games, the Sega Genesis Mini is the best retro console of 2019. And now it's discounted from $80 to just $50.
Read our Sega Genesis Mini review.
David Carnoy/CNET
They're back: Best Buy again has the JLabs JBuds Air on sale for $30. They normally retail for $50. JLabs makes a lot of true wireless earphones and this is its most affordable — and frankly, the only one I'd buy. It's a decent set of true wireless earbuds that's a relative bargain at $30.
If you can't afford premium noise-canceling models from Bose and Sony, the JBL Live 650BTNC Wireless Noise Canceling Headphones lists for $200 and is a great headphone. And this week, you can get it for 50% off.
Read our JBL Live 650BTNC review.
The hot-ticket item of 2019 is back in stock at Amazon. The discount isn't much, but it's something. Of course, if you're hoping for an AirPods Pro-like experience at a lower price, check out these five affordable alternatives.
This deal is currently backordered. You can still place an order, and it will ship in one-to-two months.
Read our AirPods Pro review.
The Sonos One is a great-sounding smart speaker that supports both Alexa and Google Assistant. There's a slightly newer version, but the differences are minor. Sonos discounts are rare, and while this one isn't huge, it's better than nothing.
These speakers are currently back ordered, but will be available on January 10.
Read our Sonos One review.
Built with students in mind, the S340 offers 4GB of RAM, 64GB of storage and a full-HD display. To put this deal in some perspective, Lenovo proper charges $250 for a configuration with half the storage and a lower-resolution screen.
Red Dead Redemption 2 is one of the biggest hits of the decade, clearing $725 million in its opening weekend last year. In the game, you travel back to 1899, when America's short-lived Wild West era was in its death throes. You get to experience it through the eyes of a an outlaw who's trying to survive in that dangerous and dusty world. Right now, you can pick up the Xbox One digital download of Red Dead Redemption 2 for $30 at Amazon or the disc version for $25 at Best Buy. Read GameSpot's review of Red Dead Redemption 2.
Apple's latest, greatest MacBook Air frequently is on sale for $900. Earlier this week, you could get it for as little as $800, but that deal is gone with the wind. Still, this is $200 less than you'd pay at the Apple Store right now.
This model includes 8GB of RAM and a 128GB solid-state drive.
Read our MacBook Air 2019 preview.
Looking for a new place to hang your music-streaming hat? Tidal rivals the best of them, with a library of over 60 million songs and competitive pricing. A one-year subscription runs $120 — basically $10 per month — but for a limited time, you can score a free pair of Sennheiser HD 4.40BT headphones with that subscription. Those popular over-the-ear cans list for $100.
Of course, Tidal is perhaps best known for its HiFi option, and if you grab a one-year subscription to that ($240), you'll receive your choice of free Sennheiser HD 4.50BTNC headphones or IE 80 S ear-canal earbuds.
Read our HD 4.50BTNC review.
That's just a bananas price on a big ol' desktop display. Yes, the 1080p resolution is actually a bit on the low side given the size, but you can tweak your PC's settings to help compensate. Meanwhile, the Sceptre includes VGA, DVI and HDMI inputs and built-in speakers, so you could use it with your game console as well. Heck, plug in a streaming stick and make a TV out of it.
If you're a newcomer to Amazon's music-streaming service, it's hard to beat a buck for four full months of service. After that, you'll pay the regular rate of $9.99 per month, though you can cancel if you like, without penalty.
RemoBell
Already a pretty amazing deal at $99, the RemoBell S is an attractive, hardwired doorbell designed to take the place of your existing bell. I've been using one for about six months, and while I still don't love the forced fisheye view of recorded videos, overall the doorbell has worked really well. And I absolutely do love the free cloud storage.
Mint Mobile
Borrowing a page from McDonald's, which now charges the same price for any size drink, Mint Mobile will sell you any of its 3-month plans for $15 per month. Why? Tough to say, but the obvious winner here is the 12GB option, which normally runs $25 per month (already an excellent deal).
For those unfamiliar with the carrier, Mint offers service for GSM-compatible phones (otherwise known as those compatible with AT&T and T-Mobile). You pay in either three-, six- or 12-month blocks.
Tip: There's currently a $20 cash-back option available from both Rakuten and TopCashback, but the terms are really confusing. (Anyone who's able to figure them out, leave a comment.)
César Salza/CNET
The Fossil Sport hit the scene just about a year ago, bringing oodles of features to the Wear OS watch-scape for a reasonable $275. The specs include NFC for Google Pay, GPS, 5 ATM water resistance, a heart-rate monitor and an altimeter. This pre-Black Friday sale drops the Sport (light blue only) to just $149, the best price we've seen yet.
Arcade1Up
Most of Arcade1Up's machines cost around $300. This one — which is a three-quarter-size version of the original — costs $150 once it's in your shopping cart. And it looks, sounds and plays exactly like the old arcade machines.
When Lenovo introduced the IdeaPad 330s last year, it started at $500. Now, you can get a nice midrange configuration — with a quad-core AMD processor, a 256GB SSD and 8GB of RAM — for under $300. Equipped with a nice 15.6-inch display, the 330s has thinner-than-usual bezels and an aluminum lid. This is a good deal on a solid entry-level laptop. (Note, however, that it was previously $329, so watch for another sale if you're not in a hurry.)
Read our Lenovo IdeaPad 330s preview.
A 65-inch TV for $360? Seems like only yesterday that would have been considered a steal on a 55-inch model. It's an entry-level model, to be sure, with no smarts built in; you'll have to BYO Fire TV or Roku streamer. Thankfully, it has four HDMI inputs, so there's plenty of room for all the gear you might want to plug in.
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Recently expired, it's back! In case you miss out on the Samsung (above) or prefer a TV with built-in Roku, Walmart has this RCA model at the exact same price. It also has no user reviews, but at least it has three HDMI inputs instead of just two. Don't expect a world-class picture; do expect a super-big screen to binge all your shows. And, hey, same deal: If you're not happy with it, you can take it back to the store.
This is the lowest price to date on Amazon's kid-friendly tablet, which includes a heavy-duty case (with stand) and two-year worry-free warranty. You also get a year of Amazon FreeTime Unlimited, a $36 value. The tablet is available with your choice of three case colors: blue, pink and purple.
You can also get the Fire HD 8 Kids Edition Tablet for $80, which is $50 off the regular price. It's slightly faster and slightly larger, but otherwise pretty much the same experience for your kids.
Need new specs? Promo code Black65 will net you a hefty 65% off any frames at GlassesUSA.
These aren't the star cans in Sony's over-the-ear headphone lineup — that distinction belongs to the WH-1000XM3 — but they're still extremely good. Especially if you love bass. And especially at this price: The WH-XB900N normally sells for $248.
Read our Sony WH-XB900N review.
Between Bose, Sony and now Apple AirPods Pro, active noise-canceling headphones are all the rage. And now, we're seeing an old favorite from Sennheiser that's currently just $80 at Amazon — down from $200. We reviewed the nearly identical Sennheiser HD 4.50 BTNC two years ago, and found it to be a formidable Bose competitor at that $200 price. That model is down to $103 on Amazon, but this model — the HD 4.50 SE — has literally the exact same specs, aside from some cosmetic color differences.
The Apple HomePod faces increasingly stiff competition in the smart-speaker market, starting with Amazon's new, similar Echo Studio. But remember, too, that the HomePod started out at $349; this is your chance to get it for considerably less. If you want wonderful sound and already live in Apple's ecosystem, look no further.
Read our Apple HomePod review.
This head-to-head machine brings 12 classic arcade games to your den, including half a dozen Street Fighter titles, Final Fight and Commando. And for a limited time you'll also score $120 in Kohl's Cash, which is basically free money to use on additional store purchases. (Note that it must be used by Dec. 9.)
Although the product description seems to refer to the upright version of this unit, the model number is definitely for the cocktail table.
This feels like the kind of deal that would normally be a doorbuster, requiring you to stand in line outside the store for a couple hours. This Chromebook features 4GB of RAM, 32GB of expandable storage and a touchscreen on a 360-degree hinge — meaning it's suitable for tablet duty as well. The screen may be on the smaller side, but that didn't stop this from scoring a 4.7-star average rating from over 1,800 buyers.
Out of stock or otherwise expired
Best Buy comes within $1 of the all-time lowest price we've seen for the 11-inch 64GB iPad Pro, $650. And the 256GB model is also on sale for $800. Note that you need to be a member of the retailer's My Best Buy program to get this sale price.
This deal is expired.
Read our 11-inch iPad Pro review.
For less than the price of many 13.3-inch laptops, the VivoBook offers a bigger screen with full HD resolution. It also packs an Intel Core i7 processor, 12GB of RAM and a 256GB solid-state drive — enough horsepower for massive spreadsheets and tons of browser tabs.
While we're still in control of our robots, we might as well have them do our bidding. The Roborock S5 can not only vacuum your floors, it can mop them as well. It originally sold for $500, but you can use promo code ROBOROCKBF to knock the price down to an all-time low.
Gotta catch this deal. The hottest Nintendo Switch games of 2019 are hard to find for less than $60, but this eBay seller currently has them for $48 apiece — with free economy shipping to boot. The closer we get to the holidays, the harder it will be get any kind of discount on these in-demand titles.
Looking to update some of your older Roku devices? Get the super-luxe ultra-premium model for the lowest price ever. The Ultra supports 4K and HDR, of course, but also includes Ethernet and USB ports, a microSD slot and a lost-remote finder. And speaking of that remote, you can plug in wired headphones (JBL earbuds included!) for easy private listening.
Read our Roku Ultra review.
This is the best we've seen this season. Last year, you got the same console plus Spider-Man at this price, so this is a pretty big ramp-up.
Horizon Zero Dawn: Complete Edition
That pulls together three of the best-ever PS4 exclusives — albeit ones that are not for younger kids.
Read more at GameSpot: The best PS4 Black Friday 2019 deals.
Read our Sony PS4 Slim review.
An oldie but goodie, the SoundTouch 10 dates back to 2016 (gasp!). But that doesn't change the fact that this compact Bluetooth-and-Wi-Fi speaker produces surprisingly big, punchy sound and supports multiroom setups. It's on par with the likes of Sonos speakers, but now without the hefty price tag.
Read our Bose SoundTouch 10 review.
Still with us? What follows is the original version of this article, with plenty of general tips for shopping on Cyber Monday.
It's just over a month until Black Friday, but of course things are starting to ramp up already. Best Buy, for example, already ran a guaranteed-Black-Friday-pricing sale on TVs (now expired) and just unveiled weekly sales on Apple products for members of its free My Best Buy program. And that's just the start. In the next week or so, expect to see "leaked" ads from a growing number of stores, along with early sales ("Black November," anyone?) and other promotions.
In case you're new to these United States, a quick explanation: Black Friday is the day after Thanksgiving, traditionally the unofficial start of the holiday shopping season. (Today it's better known as the day retail stores try desperately to remind people there are still retail stores.) Cyber Monday happens three days later, with the focus squarely on online shopping.
As always, we'll be watching for all these sales and passing along the best ones. In the meantime, let's talk about the ways you can shop smarter on Black Friday and Cyber Monday. Note that CNET may get a share of revenue from the sale of the products featured on this page.
Read more: When is Black Friday 2019?
1. Don't get caught up in the hype
I've been writing the Cheapskate blog for 12 years, and if there's one thing I've learned, it's that every day is Black Friday. Some recent examples: The Amazon Kindle (2019) for $65, the Apple Watch Series 3 for $189, the Nintendo Switch V2 for $263 and a refurbished JBL Link 10 speaker for $40. (Some of these have sold out or expired. I'm using them primarily to illustrate my point.)
Will those products be even less on Black Friday? Perhaps, but some of them (like the Kindle and Apple Watch) are already selling at historic lows. Between Valentine's Day, Easter, Mother's Day, Memorial Day, Father's Day, the Fourth of July, Prime Day, Labor Day and Christmas, there are countless opportunities year-round for stores to hold sales. And that's exactly what they do. None of them put all their eggs into Black Friday's basket.
Bottom line: Try to avoid getting caught up in the Friday frenzy. If there's something you want to buy and you spot a great deal before BF, grab it. If you missed a great deal on BF, don't sweat it: Chances are good you'll see it again before long. Trust me on this; I speak from experience.
2. Set up price alerts, and do it now
Suppose you're planning to buy one of the aforementioned items — say, the Nintendo Switch. But you're not going to pull the trigger unless the price drops to $250 or less. (Psst: It's getting there. Check out today's Switch deal at $262.95.) Just one problem: Short of checking a bunch of stores on a daily basis, how can you find out when that happens?
Honey's Droplist tool can notify you when a product's price drops.
Screenshot by Rick Broida/CNET
Simple: Set up price alerts. Free tools including CamelCamelCamel (which works solely with Amazon), Honey, PriceBlink and WikiBuy can notify you when there's a price drop. It might be called a "droplist" or "watchlist," but ultimately it's a way to bookmark store items and find out when they go on sale. This is not only a time-saver, but also a way to insure that a short-lived discount doesn't get away from you.
You may want to use one or more of these tools simultaneously, as some of them let you set thresholds for alerts, while others will notify you if there's any price drop at all.
3. Sit out the doorbuster sales
For many, Black Friday still conjures images of long lines outside the store and crazy crowds inside it — because that's how it all started. But although lots of retailers still try to lure customers in with "doorbuster" deals, they're not always worth the effort.
Stop the madness! Or, at least, don't participate in it.
Stan Honda/Getty Images
For starters, most of the best deals have limited quantities available, meaning you'll have to arrive really early and stand in line for a really long time. Should you really bother doing that to save, say, an extra $20 on a Nintendo Switch? Or get a bargain-basement price on a TV that's not great to begin with?
Probably not. And, remember, once you're in the door, there's a good chance you'll end up spending money on other items you don't need or want. My advice: stay home.
4. Don't forget your cash-back apps
Cash-back app Dosh links to your credit card to automatically score you savings — not just from online stores, but local ones as well.
Psst! There's a way to save even more on Black Friday (and Cyber Monday, and every other shopping day of the year): Use a cash-back service.
Read more: Cash-back services: Do they really work?
BeFrugal, Dosh, Rakuten (formerly Ebates), Honey and TopCashback are just a few of the services that will score you extra discounts (in the form of rebates) at many, if not most, stores — mostly online stores, but some retails ones, too. Dosh in particular is good choice for the latter, but the Rakuten mobile app also supports in-store shopping.
Read more: 4 ways to get cash back without even trying
5. Forget the stuff — shop for experiences instead
This 51-year-old cheapskate has learned that owning stuff is nowhere near as good as doing stuff. So consider choosing Black Friday and Cyber Monday deals on experiences, the kinds that build memories. Some suggestions:
Live music at small venues
Ballparks in other states
Football-bowling
Indoor go-kart racing
In other words, put the phone down, take the headphones off, and get the hell out there. Life moves pretty fast. If you don't stop and look around once in a while, you could miss it.
6. Use virtual credit card numbers
Online shopping is pretty safe overall, but every time you buy something, you're exposing your credit card number. The more stores you patronize, the greater the odds of that number getting stolen.
Solution: Use a virtual credit card, meaning one that's generated for one-time use and doesn't expose your real number. Many banks offer this option. If yours doesn't, check out Token, a free app that produces virtual credit card numbers.
Note: Originally published last year. Updated to reflect new advice or promotions.
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Unitec Institute of Technology, Auckland, New Zealand – Post Graduate Diploma in Professional Accounting, July 2018 Intake Dear Thames, I am really thankful for the Thames International for giving me the chance to join the Unitec, New Zealand and for the help, advice you gave me to make my future a success. I always will recommend the Thames International to anyone who wishes to study in New Zealand. I wish the team of Thames a good future. Specially, I would like to thanks Ms.Deepthika for helping, guiding and advising me. Thank you!!!


Before director Janssen Powers moved to New York City from the Pacific Northwest, he set out to capture the PNW in all of its glory with producer McKinzey Powers. The duo stripped their gear kit to the bare essentials so they could explore and shoot in remote, challenging locations. The resulting cinematic aesthetic is nothing short of superb, set to a John Muir quote, narrated by none other than mountaineering legend Lou Whittaker. You can follow Powercity Films on Facebook here and on Instagram here.


For example, a character with Quickness +1, Dexterity +0, Strength +2, Encumbrance 1, and Great Weapon 4 (Pole Axe) is using a Pole Axe. That Pole Axe grants +1 initiative, +5 attack, +0 defense, and +11 damage. When using that weapon, the scores are Initiative +1, Attack +10, Defense +6, and Damage +13.
You can also precalculate your Soak Total, which is equal to Stamina + Armor Soak Bonus.
Roll each individual's initiative once at the beginning of the fight: each combatant rolls a stress die + Initiative Bonus. Act in descending order of initiative for the rest of the combat.
There is no change for switching weapons later in the fight. Fast-casting mages might be able to act out-of-turn as per the fast casting rules.
On your turn, you can make one attack with a weapon (spell attacks are explained below).
Roll a stress die and add it to your weapon's Attack bonus. Your target rolls a stress die and adds it to her weapon's Defense bonus.
If the total attack exceeds the total defense, the attack hits. Add your margin of success on the attack to your Damage bonus, and subtract the target's Soak total.
If the number is still positive, divide it by (5 + target's Size) and round up: 1 indicates a Light wound, 2 a Medium, 3 a Heavy, 4 an Incapacitating, and 5+ an instant kill. You can also use the Damage table (page 171) rather than doing the math.
Each wound imposes penalties to most rolls, particularly in combat, and the total for all wounds is added together. Light wounds impose -1, Medium -3, and Heavy -5 (Incapacitating wounds immediately prevent you from continuing combat).
If your totals are high enough, you can take any number of Light, Medium, or Heavy wounds and still keep fighting. After reaching -3 and especially at -6, it has profound implications on movement and activities outside of combat. Wounds can also worsen after combat.
When managing multiple individuals, particularly fighting grogs, up to six individuals can be combined into a group for combat. Each individual in the group must be within 5 points of Combat bonuses of every other member (e.g., a group of 3 swordsmen with Damage +5 can't add the pole axe wielder with Damage +11).
Choose a Vanguard for the group. Use the Vanguard's bonuses for attacks and defenses (so the Vanguard should usually be the strongest fighter of the group).
When a group's attack hits, count it as multiple attacks with the same total equal to members of the group (e.g., if there are 3 members of the group, and the final damage result is 7, apply three 7-damage hits to the target).
If a group is hit, distribute attacks as evenly as possible across the group, but the Vanguard cannot take fewer hits than anyone else. For example, if a group is hit by a single attacker, the Vanguard takes the damage. If a 3-member group is hit by a 4-member group, the Vanguard takes 2 of the hits and the other two members of the group each take one. Calculate wounds based on individual sizes (e.g., if the Vanguard is +1 size, but everyone else is +0, the Vanguard may take smaller wounds).
If a group has trained in fighting together (requires at least one season training in combat in the same location), the group can also choose a Leader (which may or may not be the same person as the Vanguard). If the Leader has a Leadership score equal to or greater than the number of people in the group, they get a combat bonus equal to Leadership score x 3 (technically, it's a total of the non-Vanguard-members' combat scores that cannot exceed Leadership x 3, but it will likely often be Leadership x 3). Each round, the group can choose to apply this bonus to either Attack or Defense.
If either the Leader or Vanguard is killed or incapacitated, the group splits back to individuals and can only recombine out of combat.
Groups can choose to defend one or more allies (the defended allies cannot be more than the members of the group). The defended allies cannot be attacked unless the defenders are incapacitated or botch their defense roll.
Combat options are explained in more detail starting on page 173.
Disengaging: Instead of attacking, roll your Defense total. Anyone that attacked you in the last round makes an Attack roll (that can't deal damage). If no one meets or exceeds your Defense total (including if no one attacked you in the last round) you successfully exit combat. You get a cumulative +3 bonus each round you do nothing but attempt to disengage.
Magic: Spells do not have an initiative bonus. You may cast one normal spell per round, plus as many spells as you can fast cast (as per the fast casting rules).
Missile Combat: If you are being attacked at range (and do not have a missile weapon) you can only defend (and can only use the Defense bonus from a shield; you cannot defend with other weapon types). Ranged weapons take a cumulative -3 penalty for each range increment beyond the first (as described in the weapon stats).
Mounted Combat: Add your Ride ability or +3 (whichever is lower) to Attack and Defense.
Scuffle: Make unarmed or sap attacks normally. If using a deadly weapon, attack at -3 and don't add the weapon's damage bonus. Consult the Scuffle chart on page 175 (this mostly converts wounds to Fatigue levels).
Grapple: Make an attack to grapple using Brawl (you must have free hands). If the attack overcomes defense, instead of dealing damage, the target is grappled and the margin of success is the Grapple Strength. The grappled target may only attempt to escape the grapple (but can use any relevant combat ability): subtract Attack Advantage from Grapple Strength. If Grapple Strength is reduced to 0, deal a Light Wound to the grappler and escape. On subsequent rounds, the grappler can roll to further increase the Grapple Strength, and the target can roll to reduce the Grapple Strength further.
Special Effects: The GM sets a reasonable margin of success necessary on an attack roll to achieve the special maneuver (examples on page 175). Most maneuvers use Brawl to attack.
Splitting Groups: Attack to break members out of a group. See page 175.
See the charts and descriptions starting on page 176.
A character's Encumbrance score penalizes initiative, most athletic rolls, and spellcasting.
If your Strength is 0 or less, Encumbrance = Burden. If your Strength is +1 or better, Encumbrance = Burden – Strength.
Each character can have up to four Fatigue levels before falling unconscious. Several actions can result in taking a Fatigue level. The total number of Fatigue levels impose a penalty: -0 at 1 (Winded), -1 at 2 (Weary), -3 at 3 (Tired), and -5 at 4 (Dazed). At 5 levels, the character is Unconscious (and additional sources of Fatigue may wrap to damage, depending on the source).
Characters can have Short-Term and Long-Term levels, which stack for tracking penalty/unconsciousness but which recover at different rates. Short-term levels are lost at a rate based on the chart on page 179. Long-term levels are recovered at 1 per good night's rest. If a character has both types of levels, the short-term levels are treated as the worst levels (e.g., if you have 1 short-term and 2 long-term, the short-term level takes longer to recover than if it was your only Fatigue).
See page 178 for additional rules for acquiring short-term Fatigue from strenuous actions, and recovering from it more quickly.
See page 178-179 for out-of-combat limitations from wounds and how to recover from them.
See page 180-181 for hazards of poison, disease, deprivation, non-combat injury, and travel times.
As in character generation, increasing abilities by +1 with XP costs New Level x 5 (for most abilities) or New Level (for arts). You are usually allowed to buy multiple levels in a single season.
You are usually expected to devote XP to an ability at the end of the season, even if you do not have enough to increase the level of the ability. XP is essentially banked into the ability until the total equals or exceeds the amount necessary for the next level. Having any XP in a trained-only ability with a level of 0 is sufficient to attempt a roll.
If you had an adventure that season, you usually gain Adventure XP.
If you were working on another project/job, you usually gain Exposure XP.
If you devote the whole season to advancement, you can gain XP from Practice, Training, Teaching, or studying from Books or Vis.
XP granted is the "Source Quality," which may be modified by relevant Virtues and Flaws for that type of activity.
Even if going on an adventure doesn't take the whole season, there's generally no time for any other type of activity or study in the season: you use the rest of the season consolidating what you learned from the adventure.
Adventures typically award 5-10 XP, which must generally be spent on abilities that were used "on stage" (i.e., you rolled them during the adventure). Exceptions can exist for abilities that would have been relevant during a narrated scene but were never actually rolled, but arts are generally only able to be raised if you actively used them.
Only up to 5 adventure XP can be put into any single ability for the season (so an award of 6+ XP must be divided among multiple abilities).
Some unexpected game events may not count as an Adventure (or the amount of Adventure XP would be less than you should receive from the planned activity). In that case, if the distraction removes you from your study for a month or more, reduce the XP earned by ⅓ (rounded up) per month not spent on your main area of study. For example, if you were expecting to earn 15 XP from Teaching and had an adventure that season that would award 5 adventure XP, you may prefer to take the teaching XP if the adventure took less than two months.
If you did something other than one of the listed XP types in this section (e.g., lab work, training/teaching someone else, working a job, writing a book, etc.), you typically gain 2 XP, which can be put into one or two abilities relevant to the type of activity you were doing.
When spending a season practicing without aid from others or access to books/vis, you typically gain 4 XP. This might be modified down to 3 or up to as much as 8 for certain types of practice (e.g., full-immersion language learning, exploring to learn Area Lore, etc.) as described on page 164.
You cannot increase arts with practice.
You can assist someone who is using an ability to earn a living and gain Training XP (while the trainer gains Exposure XP but also earns a living). You do not earn a living or produce anything useful yourself while being trained.
The master must have a minimum level of 2 in the ability being trained, and you gain the master's level + 3 XP (i.e., 5+ XP). You cannot gain any XP toward a level higher than the master's level from training.
You cannot increase arts with training.
If a master devotes a season to teaching you directly (rather than training you while working a job), you gain teaching XP. The teacher must have 2 in an ability or 5 in an art to teach it, you must share a common language, and you cannot gain XP toward a level higher than the teacher's level in the ability being learned. The teacher gains Exposure XP.
You gain XP equal to the Teacher's Communication + Teaching + 3 (plus a bonus for a small class size, see below).
A teacher may teach up to her Teaching ability x 5 students per season (minimum 1). If the teacher only has two students, each student gains +3 XP. If the teacher only has one, that student gains +6 XP.
You can increase arts with teaching, but only when being taught one-on-one (the +6 bonus still applies).
In order to learn from a book, you must be fluent in its language (at least level 4 in the language ability) and have a score in Artes Liberales (so you can read). There are two types of books: Summae can be studied repeatedly (as long as your level is lower than the book's), while Tractatus can only be studied once (but don't have a level cap). Both book types award XP based on their quality.
You can learn arts from a book. You can only learn supernatural abilities from a book if you already have at least level 1 in the ability. You cannot earn XP reading a Tractatus you wrote yourself.
You can consume vis to learn an art. You must consume one pawn of vis for every five levels you already have in the ability (rounded up as usual, minimum 1 even if you have 0 levels).
Gain XP equal to the total of a stress die roll plus the local aura bonus.
If the roll botches, you must roll botch dice equal to the number of pawns consumed in the study. You can go into Twilight from this botch. You do not require a laboratory to study vis.
You can write a Summa or a Tractatus if you have at least level 2 in the ability (5 for an art), at least level 5 in the language you're writing in, and an Artes Liberales score (so you can read). You can also make copies of existing books.
A Summa's maximum level is half your level in the ability (and this will be the maximum ability level anyone can learn from the book). You can set this level even lower to increase the quality of the book.
The base quality of the book (the amount of XP gained by studying it) is equal to your Communication + 6 (and adds relevant virtues and flaws). If you write a book of lower level than your maximum, each decrease in level adds +1 quality for an art or +3 quality for other abilities. You cannot increase the total quality to more than double the base quality by lowering the level.
Each season of work on the Summa gains you points equal to your Communication + the Language you're writing in. The book is complete once you accumulate points equal to the level (for arts) or the level x 5 (for abilities).
You may only write one Tractatus per season, and it always takes the full season. The final quality of the Tractatus (the amount of XP gained from studying it) is equal to your Communication + 6.
For any given ability, you may only write a total number of Tractatus based on your level. You can write one per 2 levels of an ability or per 5 levels of an art (rounded up, as normal). For example, if you have a level of 5 in Latin, you may only write three Tractatus on Latin until your level increases to at least 7 (each individual one takes a season; this is just the total wealth of knowledge you have to impart across multiple books).
By copying carefully, you may copy one Tractatus with a season of work. In one season, you may accumulate points toward copying a Summa equal to 6 + your Profession: Scribe, and you've copied it successfully once your points equal the Summa's level.
You may copy quickly and triple either of those rates (three Tractatus or triple points), but this reduces the quality of the book by 1.
You can produce a useless, corrupted copy if you lack certain abilities. For any book, having a level of 2 or less in its language results in a corrupted copy. To copy a book about a supernatural ability, you must either have the ability or at least level 1 in the relevant Realm Lore for the ability. You must have at least 1 level in Magic Theory to copy books about arts or Parma Magica.
To learn a new supernatural ability, you must have the Gift and must learn from a trainer or teacher (who must have the ability). You must achieve a level of at least 1 within the first season of training (i.e., total XP earned at least 5) or you cannot learn the ability.
For this initial season of training or teaching, you receive a penalty to the XP earned equal to the sum of all your levels in other supernatural abilities plus the sum of your levels in arts (minimum 15 if you have fewer than 15 levels in arts). For example, it requires the teacher to be able to generate at least 20 XP to train a supernatural ability to a mage with 15 or fewer art levels and no other supernatural abilities (i.e., the teacher needs a very high Communication and/or Teaching of 10+ to even attempt it).
Mystery Cults manage to avoid this with their particular supernatural abilities for people following their initiation rituals.
Characters will often only have a single reputation. Reputations gained in play start at 1 for doing something that seems to be worthy of starting a reputation.
Each time the character does something noteworthy, apply a point to the character's primary reputation. Treat the points as XP and the reputation as an ability (e.g., a reputation goes from 1 to 2 after getting 10 reputation points in it).
To reduce a bad reputation, you must generate a new reputation at 1. You can direct noteworthy actions that specifically support the new reputation to it rather than your primary (bad) reputation. Once the secondary (good) reputation is higher than the bad reputation, every time you should increase the good reputation by a level, you can instead reduce the bad reputation by a level.
When you have multiple reputations, you should roll both to see whether someone's heard of you (and they've heard of whatever events support the reputation that succeeded).
If you spend extended time subjected to strong auras or other ongoing magic effects, they can warp you over time. You have both a Warping Score and Warping Points: the points are treated like XP for raising the score (which is treated like an ability). For example, once you have 5 Warping Points, you must exchange them to raise Warping Score from 0 to 1.
Warping Points can be gained from different types of supernatural sources, but are not tracked separately. You may still want to have an idea where most of the points come from, to determine the effects of being warped (e.g., from mystic auras vs. faerie auras).
There are four ways to gain Warping Points, which stack with each other: living in a strong aura, being affected by a powerful effect, being continuously under an effect, and botching a mystic ability roll.
If you spend substantial time in an aura of strength 6+, you may gain Warping Points. If you are aligned with the aura type, you do not gain them (e.g., mages in a magic aura, fae-touched in a faerie aura, etc.).
If you are affected by an spell of magnitude 6 or higher (or an equivalently powerful supernatural effect), gain a Warping Point unless you were the source of that effect or it was carefully designed to work for you (e.g., Longevity Ritual). If the effect is continuous, it adds an additional Warping Point every season.
You must be affected directly and personally (e.g., being inside an enchanted structure doesn't count as continuously under an effect, though it may include an aura).
Aegis of the Hearth and Parma Magica don't count (because of breakthroughs in their design by Bonisagus). Other direct, personal wards do.
Familiar binding and any powers attached to the bond do not count.
When you botch on a spell or supernatural ability roll, you gain one Warping Point for every 0 on the botch dice.
Hermetic magi are more likely to enter Twilight due to warping, and this replaces any other effects of warping.
At Warping Score 1, gain a Minor Flaw that reflects the source of most of the Warping Points. When this is from an aura, most people in the aura will gain a similar flaw related to the type of aura.
At Warping Score 3, gain a second Minor Flaw.
At Warping Score 5, gain a mystical Minor Virtue tied to the source of the points. This attunes you to the supernatural type of the virtue, so you no longer gain Warping Points from living in a strong aura of that type.
At Warping Score 6+, gain a Major Flaw for each new level.
Every Winter after turning 35, you must make an Aging Roll and compare the result to the Aging Table. The roll is a Stress Die + Age/10 (round up) – Modifiers. The stress die cannot botch, but can explode (and high numbers are bad).
Consult the Aging Table on page 170 for results. Notably, reducing the result to 2 or less means no apparent aging, a result of 3 means you look a year older but suffer no penalties, a result of 10-12 means 1 Aging Point in a characteristic of your choice, and results of 13 and 22+ grant a Crisis in addition to other effects.
Aging Points are the typical result for younger individuals. Once the number of Aging Points in a characteristic equal its absolute value, reduce it by 1 and clear the Aging Points from the characteristic. For example, if you had a +3 or -3 in Quickness, it would take 3 Aging Points to reduce it (to +2 or -4, respectively).
In addition to applying each Aging Point to a characteristic, also track the total value of Aging Points you've ever earned across all characteristics. This is tracked as if it were XP for raising a Decrepitude ability (e.g., once you've accumulated 5 Aging Points, you gain Decrepitude 1). This might have other system effects, but primarily causes you to have a Crisis from strenuous activity at Decrepitude 4, and makes you completely bedridden and likely to die soon at Decrepitude 5.
When you suffer a Crisis (from the result on the Aging Table or from activity at high Decrepitude), roll a Simple Die + Age/10 (round up) + Decrepitude. If the result is 8 or less, you're bedridden for a week, and if it's 9-14 you're bedridden for a month. Rolls higher than 14 result in increasingly worse illnesses. Consult the Aging Table and rules on page 170 for how to resolve these crises. Any roll for a crisis, even if it only results in being bedridden, requires you to refresh your Longevity Ritual as described in that section.
Every spell, even when casting spontaneously, has a Level and a Magnitude.
The Level is usually evenly divisible by 5, and serves as the base target number for casting the spell and using it in lab-based effects (as described in the Magic and Laboratory sections).
The Magnitude is equal to the the Level divided by 5, and serves as a way of assessing other costs (such as pawns of vis necessary to cast as a ritual).
A spell's basic effect sets its minimum Level (typically for a spell that is instantaneous and only affects the caster).
Each increase in Range, Duration, or Targets generally increases the Magnitude by +1 (and, thus, the level by +5).
As a special rule, if the level is less than 5 (for very simple effects), each +1 magnitude only adds +1 level until the Level reaches 5 (at which point each additional +1 Magnitude increases the Level by +5 normally).
Some spell effects may have additional math that increases the Level of the base effect (e.g., Terram has a multiplier for affecting metals instead of dirt/soil).
While there are many mathematical permutations possible with the system, the central rule of spell creation is that the GM and group are not compelled to accept a Level that seems too high or low for what the spell is accomplishing. Use your best judgement rather than attempting to find a corner case that is more effective than other spells of the same level.
Each of the variables below are listed with the number they add to Magnitude.
Range is based on the position of the nearest part of the caster relative to the nearest part of the target (e.g., a mage can cast a Touch range spell on an entire room and those in it by touching a talisman to the wall of the room).
For longer durations, the caster does not have to remain in range. However, if the caster can control the effect after casting it, she must be within the original range to exert control (and may lose control upon moving out of range then regain it when returning to the range).
The spell only affects the caster and her carried/worn possessions (and the target will always be Individual).
The spell only affects the caster or a touched target.
The spell affects any person or creature with whom the caster establishes eye contact. This is automatic for unwary individuals in a social setting. For wary and unwilling targets, it's impossible to make eye contact without at least two people holding the target down. It's generally impossible in combat. It typically takes a combat round to establish eye contact with a calm animal.
The spell can target anyone or anything on the same road or path as the caster. Visibility to the target is not generally required as long as the caster is aware of the target in some way (or is using Intellego to search for something). Individuals must be within the edges of the path, and structures must have a primary access onto the road.
The spell can target anything to which the caster has an Arcane Connection (see page 84), usually regardless of actual distance.
Effects that make sense at a Momentary duration that are given a longer one typically undo their effect at the end of the duration rather than having their effect multiple times, unless the physical properties of the effect make sense (e.g., a wound healed with a non-Momentary duration returns at the end of the duration, while a fire created with a longer duration burns things as a fire would as long as it lasts). Perdo effects with a duration continue to destroy any new qualifying materials while the duration lasts (e.g., if you use Perdo Terram to create a pit, any new earth used to fill it is also destroyed, but other matter may not be).
The spell has its effect and then dissipates (but any logical consequences of it persist). Creo spells may have this duration to permanently create something (or heal a wound) only if they are cast a ritual (and, thus, consume vis).
The spell expires as soon as the caster loses concentration (usually maximum 15 minutes per point of the Concentration ability, and also see page 82 for rules on distractions).
The spell expires after two minutes/20 combat rounds (the time it takes for the sun to move its own diameter in the sky).
The spell expires at the next sunrise or sunset (whichever occurs first).
The spell expires once the target leaves an inscribed ring (or the ring is broken, for spells that prevent targets from entering the ring). The caster must trace the ring while casting (even if it's permanently inscribed) at a rate of 10 paces per round. For large rings, the caster may need to maintain concentration or risk botching (see page 112).
The spell expires after both the new and full moon have set once.
The spell can only be cast with a fire as the target, and expires when the fire does (which can be a very long time for a well-tended fire). Because the target is a fire, this only works with the Ignem and Imaginem forms.
The spell expires upon sunrise of the fourth solstice/equinox after its casting (i.e., it could last as few as 9 months if cast immediately before a solstice/equinox, and only a full year if cast immediately after sunrise on a solstice/equinox). It must be cast as a ritual.
The spell expires after a full year and one more day (rather than being governed by the turning of the seasons). It must be cast as a ritual.
The spell expires only when the condition is met. This spell must be cast as a ritual. The spell cannot usually be dispelled without meeting the condition. The condition must be specified when the spell is cast, and the spell also expires if the caster passes into Twilight (even temporarily) or the caster or target dies.
Calculate all other effects normally (including how long the spell will last if the Bargain is broken). Increase the Magnitude of the spell by +3, but double the final Penetration of the spell. The bargain remains in effect for a Year duration: if the target breaks the terms of the Bargain before the end of the year, the spell immediately takes effect without having to bypass resistance.
Targets are generally based on being a whole thing, rather than a given size (e.g., a pebble and a menhir are both an Individual stone). However, each form has a size for an assumed target, and affecting something much larger requires increasing the spell's Magnitude (by +1 per x10 increase in mass). See the sidebar on page 113 for specifics.
The spell targets a single discrete thing (usually meaning it can be relatively easy separated from a group/whole). Adornments of an Individual are generally part of that Individual (e.g., clothes on a person, moss on a boulder, etc.).
The spell targets everything within an inscribed circle at the time of casting, with the same limitations as the Ring duration (and usually spells with this target are given that duration). If not cast with the Ring duration, the spell still expires early if the circle is broken.
The spell targets a part of a greater whole (i.e., they cannot be easily separated from the group/whole, such as a limb or rock that is still part of the mountain). This is meant for spatial, rather than conceptual parts (e.g., your mind is not a part, but your heart is).
The spell targets a group of people/things that are close together spatially and separated from things of the same type (e.g., you cannot easily single out multiple individuals within a crowd without affecting the whole crowd). After casting, the targets remain affected for the duration even if they move apart, and new members of the group that join after casting aren't affected. This target option is likely to be affected by the size rules if the group is large.
The spell targets everything within a defined room (enclosed with definite boundaries separating it from other rooms and/or the outside; a courtyard and cave may count, but a valley doesn't).
The spell targets everything within a single structure, which can be composed of multiple rooms, up to the outer edge of the structure's walls. In general, a single structure may vary in size, but must generally have one roof.
The spell effects the immediate target (who must be in range) and all people descended by blood from the target. It applies to any members of the bloodline currently existing or born within its duration. Every individual gets magic resistance, if applicable. It may be possible to design the spell to avoid Warping the targets.
The spell targets everything within a well-defined natural or man-made geographic boundary. This can include walls of a city, edges of a village, shores of a lake, edge of a forest, or base of a mountain. There must be an actual boundary, rather than just affecting a very large area. It must be cast as a ritual.
Spells that create effects that cross beyond the boundaries of a single Technique or Form include a Requisite: one or more additional arts necessary for the spell. When casting the spell, your total is composed of the lowest scores of the same type of art (e.g., if the spell involves a Form requisite, the lower of the two Forms is used, but the Technique is used no matter its value). However, other systems effects (such as Magic Resistance) are based on the primary Technique and Form, even if your total is based on a lower Requisite.
Spells involving a Requisite may be a higher level than the effect would normally indicate, when the combination of multiple arts allows a more powerful effect than either art alone.
Some spells include a Casting Requisite, which allows you to choose from different arts when you cast the spell to achieve different effects. They still function like fixed Requisites for determining the mechanics of the spell, once you've chosen one.
Lab systems allow mages to create enchanted items and learn/invent new spells. Because lab assistants frequently include apprentices and familiars, they are also considered lab systems.
In most cases, the mage's lab total for an activity is used as a fixed number, rather than rolled. It is equal to the sum of the applicable Technique and Form, and also adds Intelligence, Magic Theory, and the local Aura Modifier.
Lab totals are often expressed by the arts involved, such that the Creo Vim Lab Total means Creo + Vim + Intelligence + Magic Theory + Aura Mod.
A lab must be a permanent, weather-protected space with at least 500 square feet of floor area and a ten-foot-high ceiling. You cannot set up a lab if your Magic Theory is less than 3. It takes two seasons to create a lab, and in the first of those two seasons any other lab totals are at -3.
You need a lab to gain experience from arcane studies, as described in the advancement sections, below.
You can make an Arcane Connection permanent if it is active at the beginning of a season, and you spend a season of lab work and one pawn of Vim vis on fixing it.
You can extract raw vis from an area with a magical aura at the rate of 1/10 Creo Vim Lab Total per season of work (e.g., if Creo Vim Lab Total is 22, you can generate 3 pawns of vis per season).
You can store raw vis in a more convenient receptacle with a day of work. The amount of stored vis is based on the item, not your lab total. See page 97 for material capacities.
At most, you can use double your Magic Theory in pawns of vis for projects in a single season.
You can learn a spell from a teacher, or invent it on your own (even learning an existing spell is "inventing" because you have to make it fit your own style).
If a teacher spends a season teaching you spells that she knows, you can learn total spell levels equal to the highest lab total including at least one spell she's teaching you (e.g., if her highest lab total is Creo Ignem 40, you can learn 40 levels of spells from her as long as at least one of them is a Creo Ignem spell). You cannot use this as a loophole to gain a bunch of spells in a combination she's bad at (e.g., if she had a lab total of Rego Terram 10, you could only learn 10 levels of Rego Terram spells out of your 40 total levels of spells).
The highest level of an individual spell you can learn is equal to your lab total in that technique and form (e.g., if you had a lab total of Creo Ignem 20, you can't learn any Creo Ignem spells of level higher than 20, even though you have 40 levels to spend).
Either pick a spell from chapter 9 or work with the GM to develop the stats for one that's not listed but is based on the guidelines in that chapter.
Once you have determined the spell's technique, form, and level, you can only invent it if your lab total exceeds that number (e.g., if you wanted to make a Rego Aquam level 20 spell, your Rego Aquam Lab Total must be at least 21). You can use the Similar Spell bonus (see below).
The amount by which your lab total exceeds the spell level is the progress you make each season. When your progress equals or exceeds the spell's level, you've learned it (e.g., if you have a lab total of 30, you can learn a level 20 spell in two seasons).
You can also invent a spell from lab texts, as described in a later section.
Items can be Invested Items, Lesser Enchantments, or Charged Items (in decreasing order of power and difficulty to make). Some Invested Items are Talismans. All item types can gain bonuses to the lab total for using an appropriate shape and material (chart on page 110). You typically do not need to know a spell to create an effect in an enchanted item, but knowing a similar spell gives a bonus. Enchanted devices cannot replicate the effects of rituals (except for spells that must only be rituals because they are very high level).
Charged items always take a season. Choose an effect and determine its level based on the spell guidelines. You can make one charge for the item for every 5 points your relevant lab total exceeds the level (minimum of 1 charge if you exactly meet the level). Charges can be in one item or split amongst identical items (e.g., arrows, potions). Charged items do not require vis. Subsequent creations of the same effect as a charged item benefit from the lab text (see below).
Lesser enchanted items are permanent but only contain a single effect, and they also always take a season. Your relevant lab total must be at least double the level of the effect you're trying to create. It also requires one pawn of appropriate vis per 10 levels of the effect (e.g., two pawns for a level 15 effect, for which you must have at least lab total 30). If you can use the effect more than once per day, its effective level is increased based on the chart on page 98. The item must have a trigger phrase or action (it cannot read your mind/intention because doing so would require a second spell). You can also give the effect Penetration, Concentration, limited users, or an environmental trigger as described on page 99.
Invested items take multiple seasons to create, as they are first opened to enchantment and then invested with one or more spells based on their capacity.
The initial preparation ("opening" the item) requires a season. You can invest an item with a number of pawns of raw Vim vis based on the material and size (see the chart on page 97). If you want to enchant part of an item or an item made of a combination of materials, see the full rules (also on page 97). The number of pawns invested is the item's capacity for further enchantment, and you typically must use the full value for the size and material (e.g., you cannot put only seven points of capacity into an object that would support eight).
As with lesser enchantments, see the chart on page 98 if an effect you want to create is usable more than once per day, and the list on page 99 for Penetration, Concentration, limited users, or environmental triggers. Because you can put multiple effects in the item, it can have a Linked Trigger (e.g., it uses Intelligo Mentem to read your intention to activate; see page 99). You can also gain a bonus to the speed at which you make the item by having the effect expire after 1, 7, or 70 years, rather than being truly permanent.
If you're adding additional effects to an item that share one or both arts with a prior enchantment, you gain +1 to lab total per pre-existing effect (e.g., if your third effect is Muto Animal, and you already have a Muto Corpus and a Rego Animal effect in the item, you gain +2).
Compare the modified lab total to the effect's level. The excess is the progress you make in one season, and the enchantment is complete once progress equals the effect's level (e.g., if you have lab total 30 and are instilling a level 20 effect, it takes two seasons). The first season you begin an enchantment, you must spend vis (matching the arts of the effect) equal to 1/10 the level of the effect (e.g., three vis to make a level 25 effect). The vis expended to create the various effects in your invested item cannot exceed the capacity (e.g., if your item's capacity is 8 after you prepare it, you could put in two level 30 effects—for three vis each—and then you would only have two capacity remaining for one level 20 or less effect, or two level 10 or less effects).
You do not have to fully invest an item before using it (you can use whatever effects are initially invested, and add more later up to the capacity).
You can only create a talisman out of an item you prepared yourself. You can only have one talisman at a time (and must destroy the older one if you make a new one). You cannot make a talisman for someone else. You can retroactively attune an invested item that you fully made yourself (you can have assistants, as long as you were the primary creator) as your talisman, if desired.
The capacity for a talisman is independent of material and size, and is instead based on your highest technique plus form. Unlike normal invested items, you can slowly increase the capacity to this limit over multiple seasons (though increasing capacity is still your whole work for a season, so this is only advisable if your resources/limit were smaller when you started). You also get a +5 bonus to all lab totals for enchanting the item.
Each attunement allows you to choose a shape and material bonus from the chart on page 110 to apply to any spells you cast while touching the talisman (e.g., if your talisman is an iron dagger with three attunements, you could choose to gain +2 to spells that destroy precisely, +3 to spells that poison, and +7 to spells that harm or repel faeries). Only the highest relevant attunement bonus applies (e.g., you only get +7 to harm or repel faeries in the previous example, even precisely or with poison).
If you recover an unknown enchanted item, you may do lab work to determine its powers and triggers. See the system on page 100.
Knowing a "Similar Spell" is important to inventing spells and enchanting items. A spell is similar if it either has the exact same effect (but a different Range, Duration, and/or Target), or a related effect, but the exact same Range, Duration, and Target. If you know a similar spell, you add the magnitude of the spell as a bonus to the relevant lab total (only the highest level similar spell applies).
A longevity ritual gives you a bonus to avoid drawbacks from aging rolls. You can create one for yourself or have it created for you, but everyone involved must be present for a full season of work creating the ritual (if someone else is creating it for you, you can be a lab assistant). Anyone benefiting from a longevity ritual become sterile.
Creating a longevity ritual consumes one pawn of vis for every five years of age of the recipient (generally Creo, Corpus, or Vim vis, unless you are strongly associated with another type). It provides an aging bonus equal to +1 for every five points of the Creo Corpus lab total.
You can spend additional vis for a bonus to Creo Corpus lab total when inventing the ritual at a one-for-one rate.
You must have a Creo Corpus lab total of at least 30 to invent the ritual for someone else. It is equally effective for other magi or anyone with a Supernatural ability, but for non-magical individuals it's only half as effective (+1 bonus per 10 points of lab total).
If you have a laboratory text that's useful to you (either in your own shorthand, or someone else's lab text in long form), you can replicate the effect detailed in one season if your lab total is at least equal to the level of the text. The effect created cannot be substantially different (same effect, range, duration, target, etc.). However, if you have a lab text for an invested item, you can replicate only one of the effects in the item. For charged items, you automatically create items equal to one fifth of your relevant lab total (i.e., you do not have to subtract the effect level).
See pages 102-103 for systems for multiple activities in a single season, having an assistant, and having the work interrupted.
Any mage (other than Bjornaer) may find an inherently magical creature and bond it as a familiar through a long ritual that takes place in the lab. You must first befriend it with no magical or mundane coercion. Follow the steps on page 104 to bind the familiar.
Golden Cord: Subtract the bonus from botch dice on magic rolls (to a minimum of 1).
Silver Cord: Add the bonus to all rolls that involve Personality traits, rolls to resist mental magic, and to resist mundane influence like intimidation or trickery. Additionally, if you're ever mentally dominated, the familiar rolls the bonus plus a stress die each day, and frees you on a 9+ (but becomes bound along with you with a botch).
Bronze Cord: Add the bonus to your Soak, to rolls to heal, to rolls to withstand deprivation, and to rolls to avoid aging.
You may use a lab activity to invest unlimited effects into the familiar, similar to creating an invested item. Common effects include giving it speech or mental communication with you, sharing senses or allowing one or both of you to divine the other's location, or giving the familiar new offensive capabilities. See the rules on page 105.
If a viable individual with the Gift doesn't show up in the natural course of play, you can seek out an apprentice by spending a season and rolling at least 12 on a Perception roll (with a stress die). Most apprentices are between ages 7 and 20.
You must spend at least one season a year training your apprentice (and may spend more). You use the Teaching advancement rules for each season you spend, and your apprentice advances accordingly.
You are expected to extend your Parma Magica to your apprentice, particularly when teaching.
One season of teaching must be spent "opening the Arts" for the apprentice (giving the apprentice a score of 0 in all arts). If you have a score of less than five in any art, the apprentice automatically has the Deficiency flaw in that art (and doing so is a Low Crime for you if discovered). You cannot teach any arts to the apprentice until you have opened them, but may teach academic skills and Magic Theory.
If the apprentice has a non-Hermetic Supernatural ability, you must have a sizable Intellego Vim lab total when opening the arts or you will either destroy the abilities or not be able to open the arts for the apprentice at all. Multiple abilities make this harder. See page 107.
See page 108 for various permutations of experimenting with spells, items, familiars, longevity, or investigation.
I'm putting together a Scion 2e game based on the Kickstarter backer drafts, and wrote up a rules summary for my players. Why am I posting a rules summary for rules that are likely to change significantly before actual publication? A) This is using up most of my design cycles, so it's the content I have ready to post for the next couple of weeks and B) it gives me an opportunity to talk next week about my house rules to compensate for in-progress rules. The summary below includes my house rules worked in. They're colored red to note that they're not the official version of the rules, and so I can talk about them next week.
Roll a dice pool of d10s composed of Attribute value + Ability value. Each die that shows 8-10 is a Success. Reroll any die that shows a 10 to attempt to get another Success. Your action may include an Enhancement bonus: if any dice generated Successes, you add the Enhancement bonus to the result as additional Successes. Spend your successes on overcoming Difficulty, avoiding Complications, and performing Stunts.
Difficulty: Most challenges have at least Difficulty 1, and harder challenges have higher Difficulty. You must first spend Successes to buy off the Difficulty, or the challenge is a failure (and you gain a Consolation). Difficulty is either static, or set by the defending character's Successes.
Complications: Some challenges may include one or more points of Complications. If you do not buy off Complications after buying off Difficulty, the challenge is a success with drawbacks (if you do not buy off the Difficulty, the Complications are not applied). This could be a narrative issue or a temporary Condition for your character.
Stunts: You can spend Successes beyond the Difficulty to generate Stunt effects. These effects have a fixed or variable cost, depending on the type of challenge. Essentially, rather than a simple margin of success, most challenges allow you to subdivide your additional Successes to accomplish specific goals and indicate what success means to you. See the expanded options for Stunts under the heading below.
Generic Stunts apply to any roll, allowing you to narrate how you change the scene. See the Action section for Combat Stunts.
Add Complication: Successes spent on this stunt are a temporary Complication for others attempting the action you specify; they will take a Condition if they do not buy off the Complication, as usual.
Twist of Fate: Successes spent on this stunt allow you to add details/alter context about the scene, on a one-for-one basis. You can only use this stunt when the action was channeled through your Path, and when the changes don't alter something already established about the scene.
Degree of Success: For very simple rolls, you can just use excess successes to indicate the quality of the action.
When you fail a challenge, you usually gain a Consolation effect. This is usually a point of Momentum, but may instead be a twist that turns the failure into a different form of progress or advantage.
On a failure with 1s on the dice, the GM can offer an additional Momentum equal to the 1s showing to turn the result of the roll into a Botch (with worse effects than a normal failure). You can choose to not take the bonus Momentum and just take the failure.
Add Dice: Add dice equal to Momentum spent to any challenge before the dice are rolled (your roll or another character's).
Add Interval: Spend 3 Momentum to gain another Interval to complete a complex action.
Activate Knack: Some Knacks require Momentum to activate.
Momentum spends are generally intended to be with the agreement of all players, since it's consuming the group's resource.
Challenges that require multiple rolls are complex actions. Each individual challenge is considered an Interval. Each time you succeed at an Interval, you gain a Milestone (which may have its own narrative description; e.g., a clue). Some complex actions may allow you to accrue Milestones without a roll (e.g., crafting challenges where special ingredients you gained elsewhere count as a bonus Milestone). The complex challenge has a number of Milestones required to complete successfully, and some may have a limited number of Intervals before they automatically fail.
Due to various factors (narrative effects, suffering Complications, taking Injuries, etc.), a character can have Conditions. These are bonuses or penalties to a specific type of action governed by the Condition's description. When a penalizing Condition provides a failure or setback, you gain an additional Momentum. You also gain an additional Momentum for resolving a Condition before it would fade on its own (e.g., healing an Injury).
A Field is an area that applies a Condition to everyone within it.
Due to size or overwhelming biological, technological, or supernatural edge, some entities and objects operate on a different Scale than humans. They are represented using similar Attribute and Ability ranges, but their results are scaled up in situations where it matters to a conflict (usually based on Size, Force, Speed, or Leadership).
The first value (multiplier), is for Narrative scale: successes are multiplied by this number against minor characters and scenery. The second value (bonus) is for Dramatic scale: this is an Enhancement to rolls.
Normal humans are Scale 0 (Standard: no modifiers for Scale). If two opponents both have Scale, the difference in values is treated as the Scale of the larger opponent (e.g., Scale 2 vs. 3 is treated as Scale 0 vs. 1). Many actions automatically fail if the Scale discrepancy is too large, unless you have a power that allows you to try.
High-Scale (usually Size) entities can generate Shockwave, their blows radiating out to a larger range than normal. The effect hits the target and several range bands around the target, at -2 Scale per range band, until it would be reduced below 0 Scale. For example, a Colossus at Scale 4 hits its target and applies the same Successes at Scale 2 to everyone in close range of the target, at Scale 0 to everyone in short range of the target, and the effect has dissipated at longer range.
Characters are rated by Tier to indicate power level.
Each round, on your turn, you may take one Simple Action (or a Mixed Action), one Move, and Reflexive Actions.
Simple Actions are the majority of things you want to do that require overcoming a challenge (i.e., rolling dice). If you want to do more than one distinct thing in a turn, it is a Mixed Action: use the smaller dice pool and split Successes among both tasks.
On your turn you can also Move automatically approximately one range band. If you need to know exactly how far you moved, you can generally assume a number of feet equal to your Athletics dice pool x2. If you need to move more than that, using your Action, the chase rules are usually in effect. Standing up uses up your Move for the round (and if someone is threatening you in close combat, the rest of your Actions for the round are Mixed Actions with Athletics). If you attempt to Move away from an opponent in close range who will try to stop you, you must Disengage before you can Move. You must roll Athletics vs. the opponent's Close Combat and win to successfully Disengage (or you can perform a Stunt and spend Successes equal to the opponent's Composure). Getting over or through a Barrier often requires a roll and consumes your Action.
Most other actions are Reflexive Actions that don't use any significant time, within reason. You can Drop Prone reflexively (which gives you -1 Defense Score against close combat attacks, but +2 Defense Score against ranged attacks). As part of a Move or Add Difficulty stunt (to dodge), you can reflexively Utilize Cover that's been described in the scene (cover absorbs 1-10 Injuries from attacks that would have to go through it to hit you before it is functionally destroyed).
When combat begins, everyone spends Momentum as desired to improve their Defense Scores (see Defense).
After determining defenses, whichever group has the highest Momentum goes first. If NPCs don't have a Momentum total, they act as if they had a total equal to the number of players (i.e., half the PC maximum Momentum). Whichever side is initiating adds +2 to the effective total, and a further +1 if the other side is actually surprised.
The winning group can decide among themselves which individual acts first. After that person completes an action, she can designate the next person to act. Each subsequent individual designates someone else to act that hasn't had a turn this round. Once everyone has had one turn, the last person to go designates anyone (including herself) to go first at the start of the next round.
At any point, if your side has more Momentum and you haven't had your turn yet this round, you can spend a point of Momentum to interrupt the individual acting and take your turn (that person is still owed a turn before the round ends).
You can only buy the same stunt once (e.g., even with many successes, you can only usually deal two Injuries on a single attack by spending 1 for Inflict Damage and 4 for Critical Hit).
The Grappled Condition means that you cannot Move and must engage in Grappling Combat stunts (as must your opponent, but your opponent can use the stunts useful for the one in control of the Grapple).
The Out of Ammo Condition means your firearm is out of ammunition, and you cannot make further attacks with it until you spend an Action reloading. This may be applied as part of a Stunt, via the Automatic Weapon Tag, or when situationally appropriate.
When you take an Injury, you may put it in any open Health slot. It applies a Condition related to the source of the Injury. The effect of the Condition is usually to increase Difficulty to related tasks (e.g., anything using a wounded arm) or to reduce your Defense Score. Bruised Conditions apply -1, Injured Conditions apply -2, and Maimed Conditions apply -4. If you put an Injury in your Taken Out slot, you are unconscious and helpless. Remember that you gain 1 Momentum every time a Condition impairs you.
You can opt to Concede any time you would take one or more Injuries. Instead of taking the Injuries, you mark your Taken Out slot (usually in a more temporary way than taking it as a Injury), gain 3 Momentum, and are helpless until at least the end of the fight.
Once per session, you can receive First Aid. The assisting character rolls Reason + Medicine, with a Difficulty 0. Spend Successes on Stunts to reduce the severity of an Injury (2s for Bruised, 3s for Injured, and 5s for Maimed. Taken out requires Successes equal to the total number of other Injuries). Bruised Injuries are cleared completely (though might linger cosmetically). Worse Injuries move into an empty higher Injury slot (so you must have higher slots, often requiring you to clear Bruised first).
Weapons are created by purchasing Weapon Tags. Most weapons have 3 points worth of tags, though cheaply made or improvised weapons may have fewer, and extremely valuable ones may have more.
Aggravated (2): Injuries dealt by the weapon are magic and can only be healed by magic.
Arcing (1): Attacks with this weapon reduce the quality of Cover by one step.
Automatic (2): When used in automatic mode, add +1 enhancement to attacks but add a cumulative +1 Complication to subsequent attacks. If this Complication is not bought off, you gain the Out of Ammo Condition. You can remove the Complication by spending an Action reloading, even before getting the Out of Ammo Condition.
Concealable (1): You gain Enhancement 1 to sneak the weapon past observers.
Damage Type (0): Weapons are Bashing or Lethal.
Grappling (1): The weapon can be used in a Grapple, and you gain Enhancement 1 to initiate a Grapple.
Long Range (1): The weapon can be used from the Long Range Band, but targets in the Close and Short Range Bands are treated as having +1 Defense Score.
Loud (-1): The weapon is noisy and will draw attention when used.
Messy (-1): The weapon leaves very distinctive wounds and evidence at the scene of the fight.
Piercing (2): You gain Enhancement 1 to attack targets with the Soft Armor tag.
Pushing (1): You gain Enhancement 1 if you are using the Knockdown Stunt.
Reach (1): You can make close combat attacks from Short range.
Returning (1): The weapon returns when thrown (often due to a chain or line).
Shockwave (4): The weapon deals Shockwave as if it had Scale +3 (this is typically magical or extremely heavy weaponry).
Slow (-1): This weapon gains the Out of Ammo Condition after every attack.
Stun (1): Injury Conditions dealt by this weapon are always temporary, and heal quickly on their own.
Two-Handed (-1): This weapon requires both hands to use.
Unconcealable (-1): This weapon is too big or bulky to be easily hidden or smuggled.
Versatile (2): You gain Enhancement 1 to perform any Stunts other than dealing Injury.
Weapon Type (0): Weapons are Firearm, Melee, or Thrown.
Worn (2): This weapon is strapped on or otherwise can't be Disarmed.
Armor is created by purchasing Armor Tags. Like weapons, armor normally has 3 points worth of tags, but may have fewer or more based on value.
Bulletproof (2): You ignore the Piercing Weapon Tag on Firearms.
Cumbersome (-1): Most Athletics challenges while wearing the armor are at Difficulty +1.
Concealable (2): This armor can be hidden under clothing.
Hard (1 or 3): This armor grants you +1 or +2 Armor Health slots.
Innocuous (1): The armor is or at least appears to be mundane gear (such as a leather jacket or sports pads) that will not be especially strange when worn in public.
Resistant (2): You ignore injuries from a particular energy type (this usually requires magic).
Soft (1): The Inflict Damage Stunt costs an additional success to use against you.
Weighty (-1): After extended labor or sleep while wearing the armor, you must succeed at a Difficulty 3 Athletics + Stamina challenge or gain the Fatigued condition. The Difficulty increases by +1 each time until you rest unarmored.
Each player character should have at least one of each of the following Deeds: stated goals for character achievement and growth. Accomplishing them earns Experience and Legend.
Each deed has a theme chosen from Conviction, Courage, Duty, Endurance, Expression, Harmony, Intellect, Justice, Loyalty, Piety, Valor, or Vengeance (e.g., "Valor: Rid the neighborhood of the Bratva mob").
Each player character has three Paths: Origin, Role, and Society/Pantheon. Paths provide context for actions and Twists of Fate as well as connections (to a Group, Contact, and resource Access). Origin indicates backstory, Role indicates occupation or area of expertise, and Society/Pantheon indicates relationship to the larger supernatural world. Each Path includes a Condition that can be triggered if used too often (indicating overdrawing connections/resources or otherwise bringing down problems).
Attributes have an Arena (Physical/Mental/Social) and an Approach (Force/Finesse/Resilience) which governs when they are used.
Choose a Specialty for any Ability at level 3+. You gain bonus Momentum for failing a roll in your Specialty.
Callings are divine archetypes, and indicate the role you fill as you approach divinity. Mortal Scions start with a single calling (drawn from the portfolio of their parent/patron), and can eventually develop up to three as they grow in divinity. Your available Knacks are based on your Callings. The Callings are Creator, Guardian, Healer, Hunter, Judge, Leader, Lover, Liminal (boundaries), Sage, Trickster, and Warrior.
Knacks are low-level powers possessed by all Scions. Some of them require Momentum to activate. They are drawn from lists associated with each Calling.
Your base Defense pool is equal to your highest Resilience attribute (Stamina, Resolve, or Composure), and may include other bonuses. When you determine Initiative, you may spend up to your base Defense pool rating in Momentum to add to the total. Your Defense pool plus Momentum spent divided by three and rounded down becomes your Defense Score for the combat (e.g., if you have Defense 3 normally, you could take a Defense Score 1 automatically, or spend 3 Momentum to gain a Defense Score 2). The Defense Score is the Difficulty for anyone who attacks you in combat (and might be further increased by armor and dodging).
You have four base Health slots: Bruised, Injured, Maimed, and Taken Out. If your Stamina is 3+, you gain a second Bruised Health slot, and if your Stamina is 5+, you gain a third Bruised Health slot. When you take an Injury, it fills the highest unfilled Health slot, and applies a Condition based on the slot filled (e.g., a Maimed Condition is worse than a Bruised Condition). Armor may add additional Armor Health slots that absorb Injuries without applying Conditions.


text:
There's A Major Recall Of Frozen Food At Target And Walmart Due To Potential Listeria Contamination
The recall that originally affected Trader Joe's now includes these two popular chains.
By Audrey Bruno
BETHLEHEM, GEORGIA, UNITED STATES - 2013/05/03: Target Store exterior. (Photo by John Greim/LightRocket via Getty Images)LightRocket via Getty Images
In April, CRF Frozen Foods issued a voluntary recall of 358 frozen fruit and vegetable products over Listeria concerns. The original recall affected national chains like Trader Joe's, Safeway, and Costco, and contaminated products included everything from organic to non-organic varieties of strawberries, broccoli, cauliflower, and stir-fry blends. Earlier this week, The National Frozen Foods Corporation announced that this same recall has now grown to include not-ready-to-eat frozen fruit and vegetable products distributed at Target and Walmart.
The original recall stemmed from CRF's Pasco, WA facility, who distributed contaminated products to grocery chains in all 50 states and several Canadian provinces. The Food And Drug Administration reports that products currently being recalled at Target and Walmart include frozen peas and mixed vegetables that were originally sold between September 2, 2015 and June 2, 2016. Thankfully, there have not yet been any reported illnesses due to any items that were sold at Target or Walmart.
If you think you may have a contaminated product, there are a couple things you should look for. Affected products will have a sell-by date between April 26, 2016 and April 26, 2018. You can find the full list of product UPC codes sold at every chain—including Trader Joe's, Safeway, and Costco—here, and the list of contaminated products specifically sold at Target and Walmart here.
If you find or think that you have a contaminated product, do not eat it. You should either throw it away, or return it to the store for a full refund. If you have additional questions regarding your product, you should call the National Frozen Foods Corporation consumer hotline at 1-800-253-8269.
This is not the first Listeria outbreak of summer: Earlier this month, select CLIF bars were recalled over similar concerns, and both Whole Foods and Starbucks have been subject to Listeria recalls in the last year. Listeria mainly affects pregnant women, newborns, adults over 65, and people with weakened immune systems, but it can affect anyone. Symptoms include fever, diarrhea, weakness, and abdominal pain and can begin to take effect weeks after infection. If you're experiencing any of these symptoms, check in with your general doctor.
Photo Credit: John Greim / Getty
TopicsFood RecallFrozen FoodsrecallsTargetnews
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redpajama_set_name: RedPajamaCommonCrawl


At our downtown family friendly Pigeon Forge Hotel on the river with river front balcony suites . . .
Fire-pit and marshmallows to roast.
Bon- fire by the river – Fri and Sat with s'mores.
Seasonal pool and hot tub with kid's pool.
– Our pool and hot tub are not covered, not indoors, so we are seasonal.
– The pool and hot tub are heated, of course, so they are generally available early May through early to mid October.
- we have basic rods to borrow. Fishing does not require a license if the guest us under 13 yrs.
Local calls – All local calls are free.
We have enclosed coupon books worth hundreds of dollars for shows, shopping and rides. We hope that you can make use of them. Dollywood generally does not have coupons or reductions. When they do, we will try to get them for you.


text:
ARN Project Compendium
PHCs Funding Tracker
The ICIR Weekend Masterclass
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