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The character need make only one Book Memory test per book, using the book s Spell Defense as the Difficulty Number. The Spell Defense of most grimoires is at least equal to the Casting Difficulty of the highest-ranking spell it contains. For the purpose of using Book Memory, one grimoire equals one book. Normal books have a Spell Defense of 5 against memorization. The character can memorize a number of pages per round equal to his Book Memory Rank. The character must memorize the entire book at one sitting. If he or she performs any other action while memorizing, the character s concentration breaks and the memorization is lost. The character need not be able to read the language to memorize a book. The knowledge of a memorized book stays in the character s memory for a year and a day before fading. A character can use the book recall talent (see below) to retrieve this knowledge later. The maximum number of books the character can hold in memory at any one time equals the character s Book Memory Rank. A character may voluntarily discard memorized knowledge in order to memorize new knowledge. Silent Walk (pg 115) The Silent Walk talent combines fluid movement with magical effects to dampen the sound of a character s movement, including footsteps and other means of travel, such as sound of a windling s flight. The character rolls the Silent Walk dice to avoid detection. Use the result as the Difficulty Number for any characters attempting to detect the character via a Perception Test or other ability. A character using Silent Walk can move a maximum distance equal to his or her Combat Movement. Steel Thought (pg 117) The steel Thought talent allows a character to increase his Mystic Armour. The character firms his resolve, fCHNKINK ,јџџџџTEXTTEXT‚FDPPFDPP"FDPCFDPC$STSHSTSH&STSHSTSH&2SYIDSYIDP&SGP SGP d&INK INK h&BTEPPLC l&BTECPLC „&FONTFONTœ&ЂSTRSPLC >':PRNTWNPRx'дFRAMFRAML)ˆTITLTITLд)4DOP DOP *:Weaponsmith Circle One Acrobatics (pg 128) Characters use the Acrobatics talent to perform flips, jumps, swings, or other physical maneuvers during movement. A character using Acrobatics in a Combat Round may also make a Combat Movement in that round. In other words, a character can make an Acrobatics Test to use the skill and, for example, can also use a talent that requires an action in the same round. Using Acrobatics in combat would make a character harder to hit. The character makes an Acrobatics Test against the highest Physical Defense Rating of any opponent able to attack him. A successful test increases the character s Physical Defense by a number equal to his rank in Acrobatics. A failure results in a Knockdown, because it means something has gone wrong. Your character has made a faulty landing, or hit an obstacle, or tripped, and so on. Avoid Blow (pg 98) The Avoid Blow talent allows a character to dodge blows directed at him in combat at the last minute. Any time an opponent attacks a character with the Avoid Blow talent, the attacked individual makes an Avoid Blow Test to dodge the blow before it causes damage. If he rolls a result equal to or higher than that of the opponents Attack Test, the target avoids the blow. This means that he or she saw the attack coming and dodged out of the way at the last second. Your character cannot use the Avoid Blow Talent to dodge blind-side attacks, however. Avoid blow can only be used once per Combat Round. A character who attempts and rolls a Poor Success on an Avoid Blow Test is knocked down, whether or not the blow would normally have done so. Avoid Blow can be used in the same round as an Attack Test. Book Memory (pg 99) The Book Memory talent allows a character to memorize knowledgeiguratively forging his thoughts into tougher, more resilient patterns. The character then rolls the Steel Thought dice and substitutes the result for his Mystic Armour for a number of rounds equal to his Steel Thought Rank. The character must use this test result, even if his normal Mystic Armour Rating is higher. le memorizing, the character s concentration breaks and the memorization is lost. The character need not be able to read the language to memorize a book. The knowledge of a memorized book s02\^ЮајњRT~€Итф.ю№ "~ € ‚ ќќєќќќќќќќќќќќќќќќќќќќќќќќЬЬ(2‚"'(Š  л)л @ЗS З0FJZЮфшјTl~фњў№ ~ ‚ жЊzN$ј$N$ј$Nј$N$ј$N$ј$ю " , "Д!" $Š * "Д!" $Š , "Д!" $Š 0 "Д!" $Š , "ˆЖ" $Š * "ˆЖ" $Š  Я@вdTSHџџџџ AвdTSH "№ƒ " tt‚ "‚ $ŽJEвdONT4PpTimes New Roman Lucida Sans Comic Sans MS Book Antiquaџ? 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