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dwroller/data/ocr_rules_two.txt

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AWARENESS (Basic)
Perception
“Awareness encompasses the character's subconscious ability
{o react to things his conscious mind may not perceive.
He can use this Skill to notice threats—such as ambushes,
taps oF cleverly hidden objects—or slight changes in the
fenvironment—such as a faint vibration of a far off Ork
Squiggoth or the foul smell of a Daemonhost. When us
Awareness against an opponent, the testis always opposed.
This use includes noticing ambushes, spotting taps, and
other things involving another's actions. However, noticing
environmental factors is a standard test. This use includes
perceiving trace scents, motion, or similar things.
Skill Use: Free Action made in reaction to something.
Carouse (Basic)
Toughness
The Carouse Skill is used to resist the effects of alcohol and
narcotics. Frequent imbibers can build up quite a tolerance to
alcohols and other drugs, remaining clear-headed and lucid
while those across the table find their judgement or capabilities
diminished. The character makes a Skill Test whenever he
suffers the effects of alcohol or similar intoxicants (naturally,
for Space Marines, this requires imbibing of truly prodigious
amounts or toxicity!). Each time he would otherwise suffer
fiom the effects of an intoxicant, make a Carouse Test. Failure
indicates he gains a level of Fatigue or suffers the side effects
of the substance. Should the character lose consciousness, he
remains passed out for a number of hours equal to 1410 minus
his Toughness Bonus (minimum 1 hour)
Skill Use: Free Action taken whenever the character imbibes