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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Monday, September 8, 2008)

Written by Bryan Steele. By Mongoose Publishing. The regular list price is $24.95. Sells new for $16.11. There are some available for $16.10.
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No comments about Pak'ma'ra (Babylon 5).



Posted in Role Playing Games (Monday, September 8, 2008)

Written by Fanpro. By Fanpro. The regular list price is $20.00. Sells new for $78.06. There are some available for $34.09.
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1 comments about New Seattle Sourcebook (Shadowrun).
  1. New Seattle is pretty much a total remake of the previous Seattle Sourcebook that served for 1st and 2nd edition Shadowrun. While Seattle was always a useful sourcebook and possibly the most important sourcebook other than the rulebook this volume does a good job of updating and consolidating the metroplex. It's somewhat quicker and easier to read than the original and gives a few more adventure ideas than the old Seattle book.

    It follows the trend of 3rd edition books to have less artwork but it does have one author which helps lend consistency to the book. While the background history of the sprawl in New Seattle may not be current anymore it's a hell of a better than using an old 1st edition book. The backstory has been updated for the corp war and the mob war and the death of Dunkelzhan.

    You should probably pick this up if you're starting a new group. There's enough floating around that you can probably find it used for less than the cover price. Fanpro may reprint it later, I'm not sure.



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Posted in Role Playing Games (Monday, September 8, 2008)

Written by R. Sean Borgstrom. By Guardians of Order. The regular list price is $46.95. Sells new for $381.94. There are some available for $150.00.
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5 comments about Nobilis: The Game of Sovereign Powers.
  1. I've been plaing RPGs for as long as I can remember, and looked forward to the time when my own copy of Nobilis would arrive. I was not disappointed when it did. It's *like* a lot of games, yet is different than all of them. The sheer scale of the setting is amazing; and the prose of the text (along with the great art) makes this more than just a game. I must, and do, highly recommend this to anyone who plays or is interested an RPGs. This is a once-in-a-lifetime masterpiece.

    ...Now if it can only keep with a single publisher for a while so people can find it...



  2. I have been playing rpgs since 1975. In that time I've played OD&D (the Three Little Books that started it all), Traveller, RuneQuest, Paranoia, Metamorphosis Alpha, Chivalry & Sorcery, GURPS, Harmaster, Ars Magica, Champions, Golden Heroes, TORG, Castle Falkenstein, Werewolf, Mage, Star Trek, Over the Edge and a host of other games. I got into gaming because of a twin love of storytelling and mythology/folklore. While I have loved and questioned many games, this one has caught my imagination the most. While it would be difficult to put together a game (see below), I have a deep and abiding love for the product and would wish to see it do well.

    The game is based on the notion that the PCs are themselves demigods, powerful entities with near absolute control over some aspect of reality. What aspect? Well, it could be traffic. Or it could be guns. Or it could be the colour yellow. Or it could be treachery. Or you could incarnate (as showed up on the maillist) as the Power of Magnificence in the form of a weasel.

    Yes, this is an odd game.

    Within your sphere of influence, as I say, you have nearly complete power. The problem, of course, is that no one is going to have utter dominance over all matters and, due to various reasons (hey! this is a roleplaying game!) there are many groups and individuals opposed to you and your boss, the greater being who acts as the nearly silent patron of the combined group of PCs.

    One of the biggest twists to this game, of course, is that no dice or cards are used as randomizing agents. Instead you have a certain number of points each session you can use to "bid" in an effort to make certain events take place. The GM also has these points, but in the end the feeling is not adversarial, but rather an attempt to create a larger myth, because sometimes the GM would use those points to bid up your efforts (or similar ones). While I am not fully explaining the mechanics here (both for copyright reasons and space limitations), take my word for it that this is the only diceless/cardless system I have ever seen that both works and makes sense.

    Now I said this would be a difficult game to put together. Why so? Well, you have to find just the right group of players and just the right GM similtaneously. You have to have players who are less interested in gold, guns, and other objects and more interested in building a larger mythological framework to the game. Equally you have to have a GM who is able to coherently come up with plots where, to use one negative reviewer's comment, an assault on the colour yellow makes sense. I have run a couple short sessions of this game and the group has enjoyed it, been blown away by the possibilities. We have not tried a full campaign yet, but it has been intense fun to date!

    I must also give kudus to the "micro-fiction" in this game. Scattered about on the pages are 1-2 paragraph snippets that overflow with ideas, much like the mini-stories from Italo Calvino's "Invisible Cities". One has the devil worried he might not get it right when he has been given the burden of evil in the world, another has two men fighting over flowers, and another recounts the circular nature of all journeys. I found these not only inspirational for this game, but actually serving as "whack to the side of the head" moments for life, other games, and how I did/wanted to view reality.

    This game is about as imaginative and provocative as it gets. No, it is not for everyone, but for the right person, this game is perfection itself.


  3. NOBILIS is the most radical RPG you're gonna get. Easy to learn rules, fast-paced diceless system (this one really works; if you are a rules-freak you're going to hate it), and you get to play demi-gods!

    Of course, the setting is deep and relatively complex, with a mix of Judeo-Christian (Angels & Demons, Heaven & Hell) and Norse mythology (the World Ash, Yggdrasil, giants and a lot more), and many new concepts (two points of view on Earth, a realistic one, "Prosaic", and a faerie-tale one, "Mythic").

    Mix it with Sandman, with a little Romeo & Juliet (there's a lot of the "forbidden love" theme; the Nobilis, your characters, aren't allowed to love, but they still retain human emotions...), and a touch of the Neverending Story (actually, many of the rules are explained in-character).

    If you think this is mega-monster bashing, forget it... Here you have to socialize to get things done. Your car is not working? Don't use tools, talk to it! Maybe it wants some vacations.
    The Nobilis, these demigod-like characters you play, are extremely hard to kill, and it's useless to do it, because they can (and will) be replaced by their bosses, the Imperators (gods). The same goes for your competing Powers.

    So, the style is "If you can't kill them, destroy all they love". That's a worse fate than dying, and there is the dark aspect of the game. The Nobilis have to love secretly, because it's forbidden by Law, and it's a weakness your enemies can exploit.

    In other RPGs you worry about the size of the monsters, the spells of the wizards, and the magical weapons of the warriors... in NOBILIS, your character can survive a nuclear blast, but Love can really hurt him!

    If you like Sandman, Amber (a kind of predecessor to NOBILIS), Romeo & Juliet and the Neverending Story, this is the one for you.

    If you like myths (as opposed to modern-fantasy stories like The Lord of the Rings) where a hero or god (or both) can drink a lake, jump across the Atlantic, hide a mountain in his pocket, or make an ever-shifting labyrinth, this is the one for you.

    If you like love stories where personality, virtues and strength of character matters, instead of simple physical beauty, but there are huge obstacles to that love, this is definitely the one for you.

    NOBILIS is where RPGs really crossed the boundary between gaming and Art (plus, it's a great looking and HUGE book).


  4. I have been playing Roleplaying games for about 8 years now, and for a number of reason my position in them have always been game master, so i have tried quite a few systems and settings in my time. from all of them, nobilis turned out to be the one standing up from the crowd, innovative, beautyfully manufactured, and incredibly easy to learn, this game has held my imagination captive, i recommend everyone who can to try this game, even owning the manual is a pleasure by itself, since it is an interesting read and a beautyfull book to have.

    and if you, like I do, love to play roleplaying games, then consider this things about this game:

    a)rules setting that stand for the game, not the other way around: the rules itself (and the fact that the system is diceless) are incredibly ease tu learn and implement, all the conflict can be solved by the hollyhock god (the gm) or by the players itself by the clever use of imagination or conversation, something that promotes role play itself.
    b)an appealing setting: mythic and awe inspiring, the situation can go from a totally normal situation, to a mythic struggle of epic proportions, you are part of the universe, and that really shows up in the game.
    c)the very fact that the game itself, leave all the doors open for you to invent everything that you want: you want to invent a power?, A code of ethic?, a WORLD?, be my guest. the book itself give guidelines to, and even promotes that you as a player or game master, grow the setting even bigger by adding your ideas to it, it isn`t in any way a closed system, with rigid rules that leave you no room for cration, on the contrary, is a system that invite to it.

    if you are a more action oriented player, and like games that are already made to fit a more static powerplay, then dont buy this game, but if you like a more sophisticated gameplay, and a more innmersive roleplay, then your moral obligation to yourself is to buy this game, you wont regret it.


    Amaro Cabello (Maria`s son)


  5. What is Nobilis?

    In short, it's a diceless game playing the middle management of the gods.

    In long? Well, that's quite a story. Nobilis is... different. Complicated, you might say. You probably got that impression from the 11" by 11" dimensions. It's probably my only real complaint as of right now. The books was specifically built to be very, very pretty. A coffee table book, if you will. It won't fit on your bookshelf, I promise.

    As for the game contained within, the easiest way to turn people off of it is to tell them the first and most prevalent fact about the system: it's diceless. No random whatsoever included. There is a good reason there aren't any dice, though. The Nobilis or Nobles are the PCs in the game. They are humans who were (forcibly and involuntarilly) given a soul-shard of an Imperator (Imperators are like demigods, their soul-shards are litterally charged with divinity. Mankind thinks of Imperators as Angels and Demons). This makes them chief protecter, purveyer, and controller of a particular aspect of reality.

    What aspects of reality? Well, pretty much anything. There is a Noble of Computers, Storms, Yellow, Trees, Flight, etc. These are the domains of Nobles. There are even nobles of Humans, Kung-Fu, Pants, Oceans, Betrayal, Waves, Eternity, etc. Pretty much everything. And within their domain, Nobles hold all the cards. And yes, I did mean to site both Oceans and Waves.

    But all is not well in a Noble's life. There is a great war raging on in the cosmos, between all the denizens of reality (mainly Imperators) and creatures from Outside reality (called Excrucians) who want to destroy reality. They see it as inperfection. It's like we planted our weed in their garden. And they really want to pluck that weed. But that weed is our existence.

    The aspects of reality can't survive without divine beings in contact with that reality, you see, and the Imperators need someone to hold shop while they fight in the cosmos. So they are basically forced to give up their great powers while the Nobilis are forced to hold on to them.

    Now the fun part comes in: Nobilis are humans granted great power. Yes, they get a tad corrupt by it (naturally) or see themselves as superheroes needing great responsibility (naturally). It's up to the players to decide. Moral decisions = nifty.

    The bad news: The Imperators can't stop all the Excrucians. Some break through the front lines, or at least parts of them break through, and create Decievers. Decievers are like anti-Nobilis. Excrucians are like anti-Imperators. Every once in a while, an entire Excrucian breaks through. Bad news all around.

    Now, outright warfare is NOT preferred. It's much easier to hurt a Nobilis by damaging what he is the Noble of than actually physically confronting him. Most Nobilis can take a bullet and not even be phased. Some can take a tac-nuke. Some are outright immortal. So how do you kill the Nobilis of Computers? Set off a massive computer virus. Start a propaganda campaign against computers. Do something that changes the aspect of Computers (for the worse) and you injure a Noble.

    If a Nobilis fails, his aspect of reality is lost. In fact, it never was.

    If all the Nobilis fail, reality dies, no matter how strong the Imperators are.

    "Why would Nobilis work together?" you might ask. Well, Imperators have more than one domain to dish out. So what happens when one player is the Noble of Guns, one is the Noble of Purple, and one is the Noble of Rock? Lsjunil, the Imperator of Guns, Purple, and Rock is born. They are all family, in fact, if you get down to it, they are all partially the same individual. They are all partially Lsjunil. They pretty much have to work together, even if they all have different motivations.

    And to be a lone Noble is to invite a Deciever to strike at that weakness.

    Anyway, that's the bare-bones of it. There's a whole lot more, but most are turned off by one or more of the above. It's written really well, by the way.

    Oh, I never answered the question as to why it was diceless. When we talk about things like divinity and miracles, leaving things to chance seems to be demeaning the divine.

    Is this entire review 100% true? Not entirely. Nobilis has a lot to do with what you make of it, rather than what it allows you to make of it. Some interpretations were made by this reviewer (like on the Execrucian's motivations) that are really up in the air as far as the text is concerned.

    But this should be enough of a picture so that you can see whether or not you will like Nobilis.


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Posted in Role Playing Games (Monday, September 8, 2008)

By White Wolf Publishing. The regular list price is $17.95. Sells new for $9.24. There are some available for $2.42.
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2 comments about *OP Exalted Book of Three Circles (Exalted).
  1. It's true that the core Exalted book was kind of light on the magic - this book makes up for that! The Book of 3 Circles is a combination spell compendium and collection of hearthstones and artifacts. It also presents a good deal of background on creating new spells, artifacts, and Manses. I highly recommend this to any who play Exalted.


  2. White wolf claims that this book is out of print for a reason, its because a lot of the material is out-dated with the rules at that point, very flaccid and yeilding. but other then that noise, its a really cool book and it contains alot of very good magics and spells,it also the very first book that took a semi-close look at warstriders so its really cool. its also gives a pretty good look at manses,artifacts,heartstones, and some other crap that escapes my memory. if your a fan of all the first edition exhalted released books, this is a good one, with a lot of cool early exhalted artwork.
    have fun and happy shoppen


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Mark C. MacKinnon. By Guardians of Order. The regular list price is $9.95. Sells new for $19.00. There are some available for $16.97.
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3 comments about Tri-Stat: Core System Role-Playing Game.
  1. This book says that it is "The ideal companion if you're going to be stuck on a desert island and can only bring one role-playing game book with you." I agree. The rules are very easy to learn and use, and are extremely flexible. Several character's could have the same stat and it could do different things, such as different types of Force Fields or Special Attacks. You can make a vampire, Mecha pilot, or even Agent Smith from the Matrix (with a little work).
    In Tri-Stat dX, there are different power levels, ranging from Sub-human to Godlike, and you use different dice types with each power level (hence dX).
    The only real problem I have with it is that the difficulty modifiers can be a bit much at times, especially on using two weapons at once. Other than this, it's just a matter of getting used to rolling against yourself rather than your opponents. Overall, I like it a lot and am using it in the game I run. Thank you very much Guardians of Order, Inc.! Ciao.


  2. The rules are fast flexable and adustable, easy to learn, and any time of game can be played with them, from dungeon cralling to space opera and everything in between.


  3. A very original and innovative game system. Something new for the old players and something easy for the new players. Definately a good system.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Wolfgang Baur. By Wizards of the Coast. The regular list price is $29.95. Sells new for $24.00. There are some available for $5.66.
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5 comments about Dark Matter (Alternity Sci-Fi Roleplaying, Dark Matter Setting, Modern).
  1. Dark Matter takes place in the early 2000's AD Earth. It is a unique setting focusing on investigation, intrigue, and conspiracies rather than just gun fights.

    This book is a great resource--from the Freemasons to the United Nations "New World Order", virtually any conspiracy or paranormal activity you can think of is probably described in this book.

    It is also well organized including a good fast play adventure to introduce the setting, and a second, slighly longer, adventure at the end to get GM and players in the proper (and paranoid) mood. It includes some new skills, perks, flaws, psionics, and arcane and faith magic in addition to the great deal of history.



  2. Who should buy this book?

    If you are a fan of Science Fiction and plan to GM a science fiction game then you will find a lot of benefit from reading this book. If you are a player then DO NOT BUY THIS BOOK unless you are buying it for your GM, in which case DO NOT READ THIS BOOK. Inside are a million and one ideas for a Sci-fi game which will delight, intrigue, and possibly even frighten your players.

    So what does it contain?

    Lots and lots of detail is what. Ignoring the Alternity Fast Play rules for now and the small section on creating Dark Matter characters, the book is filled with descriptions, from the Hoffman Institute to loads of different conspiracies to the secret history of the world.

    What else do you need?

    The fast play rules are not adequate for a full camapign so the Alternity Players Guide and Gamesmaster Guide are probably essential. Otherwise all you need is your imagination (whatching the X-files, the outer limits, and Buffy the Vampire Slayer may help stimulate your imagination if decades of excellent science fiction hasn't).

    Downsides?

    As with any product this one isnt perfect, it assumes that the Hoffman Institute will play a part in your campaign (it does provide a small section on alternatives, though IMO the Institute is so well detailed that it would be shame not to use it in some capacity). It is also a little light on rules (though remember it is a Sourcebook rather than a Rulebook).

    In Conclusion.

    If you are getting tired of Fantasy or far future rpg's then this game might make a welcome change, and if played right can be a real pleasure to play. Dark Matter IMO might just be the saviour of the Alternity system (which is good news because the Alternity system is damn good).



  3. I was heartbroken to learn that Alternity has been cancelled by TSR, and my heartbreak was compounded once I got my hands on Dark Matter. If you are a fan of any government conspiracy, unmarked helicopter, alien abduction, bigfoot type realms, this is the campaign for you. If you aren't a fan, you will be after you read it. I'm a regular conspiracy nut, and all the biggies are covered by Baur and Cook; their research was fantastic. Also, everything from vampires to greys and sasquatches and mummies are present, and they tie into the conspiracies beautifully! If you don't buy this one, you're missing out on one of the RPG finds of a lifetime. Well done to Baur adn Cook, poorly done to TSR for the cancelation. Get it while you still can...


  4. Monty Cook and Wolfgang Baur surely have MIB's knocking on their doors since this amazing game touches on so many important conspiracies, aliens, government plots, and secret agendas. If you are a fan of X-Files, Millenium, or anything paranormal, this is the game for you. Yes, it's set in the now dead Alternity setting (the d20 system's beta test), but the world is so rich and well researched, it can easily be applied to a D20 modern setting.
    The creatures, NPC's, government groups, timelines, and zeitgeist make for a truly unique gaming world. And it all ties together. The explanation of how Dark Matter makes all magic, science, and alien beings come to Earth is creative and a cover all for everything a DM can imagine. Everything from mummies and sasquaches to gray aliens, men in black, and bering demons all exist with beautiful justification.
    I've gamed for over 20 years, and this setting(mixed with d20 Modern rules if you can't get Alternity) is the best I've ever seen. Buy it now before it's gone forever--even if you don't role play, the research into the secret things around and beneath us is so accurate and thorough, you could teach a class from this source. In fact, I teach a college course on the paranormal and unexplained, and I've had to turn to this book for clarification on a few real-world dates.
    A fantastic source, and I hope the rumors are true that Wizards is considering a d20 Modern remake of the setting. Cross your fingers...


  5. I can't recommend this setting enough. Written by two Giants in the RPG industry, the creativity & skill in this book is unparalleled. If you have any interest in the paranormal at all, it's worth it.

    I must add that this is a GM only book. Players SHOULD NOT read this.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by CAIN. By BRADY GAMES. There are some available for $29.97.
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5 comments about Totally Unauthorized Super Mario RPG: Legend of the Seven Stars (III Bradygames).
  1. This is the best guide for you if you need help with Super Mario RPG! Even if you don't need help it tells where all the secrets are so it's cool to have anyway. If you LOVE Mario RPG or just like to play it then get this book!!!!


  2. it has every thing you need to know about mario rpg!!!


  3. I learned a ton, and I really enjoyed beating the game with the guide! I'm going to try to beat the game without the guide. =^P!


  4. This is such a cool guide. I love it so much. So good with boss strategies, all the strategies and helps you out a lot. I still play the SNES but this the best of the super mario RPG guides. Even if it is B&W the only thing that doesn't make sense is the Bestiary it isn't complete but anyways it don't matter, if you follow the walkthrough it gets you through the game more then Nintendo powers guide did for me.


  5. About two or three years ago, I bought Mario RPG used without the manual. Then I got this Book. This book is the Bible of Mario RPG players' Guides. The strategies are excellent, The detailed descriptions of the areas and characters (although the Bestiary is a little off) in the game are as useful as they get, and it outshines even Nintendo's official player's guide in terms of usefulness. Although yes, it is in black and white as one fellow reviewer said, this small fault is nothing compared to the sheer volume of information contained in this book. If you only buy one player's guide for this game, let this be the one. It'll be the ONLY one you'll ever need.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Mike Lee and Chuck Wendig. By White Wolf Publishing. The regular list price is $16.95. Sells new for $12.00. There are some available for $9.91.
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No comments about *OP Saviors & Destroyers (Demon the Fallen).



Posted in Role Playing Games (Monday, September 8, 2008)

Written by Roger Moore. By Wizards of the Coast. The regular list price is $18.95. Sells new for $24.95. There are some available for $7.99.
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5 comments about DEMIHUMANS OF THE REALMS (Advanced Dungeons & Dragons: Forgotten Realms Assessory).
  1. this is a good book to have if you like playing forgotten reallms.also if you like theifs you need this book.also has many figter classes and barbarians.


  2. If your expecting something with any depth, forget it! If you have a DM with an IQ higher than a carrot, you've already encountered every character type in this book.


  3. This is a good book for people who like to play a Thief or a warrior. It also has a lot of intesting classes. The book could of gave more info about the races.


  4. Finally a book for us freaks and geaks who like playing something other than a boring human. While yes most of book is geared toward the rouges(demihumans can only be Paladins in 3rd edition so, there's no surprise here that the warrior classes are a little weak) I did find one kit I really liked. Understand that I like playing Elven/Half-Elven Rangers and for some odd reason the Houndmaster kit spoke to me. I liked it so much it made buying the whole thing worthwhile. Some of it is a little vague however and that works to its disadvantage. But all in all a good book, most of us who play humans maybe when a gun is pressed into the back of our heads will find something in here to like.


  5. I have always liked the demihumans, as well as the Forgotten Realms Campaign. Although this book had quite a few new classes, there were few that I actually found useful. Yes, some of the Warrior and Rogue kits were pretty cool, some of these classes seem to be unable to use. Don't let this discourage you. You may find some interesting classes that would put the spin you want on your campaign.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Troy Denning. By Wizards of the Coast. The regular list price is $12.95. Sells new for $20.19. There are some available for $4.20.
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No comments about Freedom (Ds1, Advanced Dungeons and Dragons Dark Sun Module).



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Pak'ma'ra (Babylon 5)
New Seattle Sourcebook (Shadowrun)
Nobilis: The Game of Sovereign Powers
*OP Exalted Book of Three Circles (Exalted)
Tri-Stat: Core System Role-Playing Game
Dark Matter (Alternity Sci-Fi Roleplaying, Dark Matter Setting, Modern)
Totally Unauthorized Super Mario RPG: Legend of the Seven Stars (III Bradygames)
*OP Saviors & Destroyers (Demon the Fallen)
DEMIHUMANS OF THE REALMS (Advanced Dungeons & Dragons: Forgotten Realms Assessory)
Freedom (Ds1, Advanced Dungeons and Dragons Dark Sun Module)

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Mon Sep 8 05:25:50 EDT 2008