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This is a book about decision-making through the lens of a professional prop trader. For years, behavioral and cognitive scientists have shown us how human decision-making is flawed and biased.

But how do you learn to avoid these problems in day-to-day decisions where you have to react in real-time?

What are the important things to think about and to act on? The world needs a book by a prop trader who has lived, breathed and taught trading for a living, drawing upon years of insights on the trading floor in real markets, good and bad, whether going sideways, crashing, or bubbling over. If you can master the decision-making skills needed to profitably trade in modern markets, you can master decision-making in all walks of life.

This book will teach you exactly those skills. Introduces, develops, and applies one law per chapter, making it easy not only to remember useful concepts, but also to have them at the ready in any situation. Teaches you how to handle the interaction of people with artificially intelligent AI machines that make decisions, a skill that is rapidly becoming essential in the AI-driven economy of the future.

Includes a "bonus" digital ancillary, an Excel spreadsheet with various worked examples that expand on the scenarios described in the book. Do you need to make rational decisions in a competitive environment?

Almost everyone does. This book will teach you the tools that let you do your job better. This book Catalysis from Theory to Application.

The book is subdivided in five sections: heterogeneous, homogeneous, photo- and electro-catalysis and a fifth section covering experimental design and planning. The course and the lectures presented in this book intend to offer a broad and comprehensive survey on the different subjects of catalysis. We see them as they were 13 billion years ago.

The elements hydrogen and helium make up 98 percent of the matter we can see in the Universe. As a result, astronomers think galaxies contain dark matter, which we cannot see. There is also an unknown force making the Universe expand, known as dark energy.

In this series of pictures, each stage represents a microscopic speck of the image to its right. Instead, astronomers use the speed of light as a yardstick.

We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive. Original electronic format These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format.

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About Us. Privacy Policy. Our Latest Newsletter. Thor: level 8, attacks with Mjlnir as level 10; health 50; Armor 2 Only someone worthy can lift Mjlnir; its up to the GM to determine whether a PC meets that criteria when the hammer is first discovered. The personality of a conscious mind blade can be a little extreme, given its limited existence.

The GM could develop a general personality and perhaps a special purpose that the mind blade desires to accomplish, such as bring about revolution, protect the downtrodden, instigate conflict, and so on. One of the greatest dangers of using a conscious mind blade is that it sometimes trades places with the consciousness of the wielder, especially when the wielder is confused or otherwise addled. The wielder must make an Intellect defense roll to resist the transfer.

Creatures that qualify as targets for the psychic bane mind blade include anyone with a focus like Awakens Dangerous Psychic Talent, Awakens Dreams, or other foci, types, or natural special abilities that allow someone to command mental powers.

For example, a sirrush makes psychic attacks, and this blade would be effective against one. In addition, material from which the weapon is made is highly receptive to thought and stores mental energy placed into it. In addition, the weapon is the bane of creatures that use mental powers or psychic energy to make attacks. Against such creatures, the mind blade inflicts additional damage equal to its level and the difficulty of attacks against such creatures is reduced by one step.

If such a creature attempts to use the mind blade, it takes damage equal to the artifact level each round the blade is handled. In addition, the material from which it is made is highly receptive to thought and stores mental energy placed into it. In addition, when the user makes a successful attack with the weapon, she can deal 1 additional point of damage directly to the.

Against a PC, the additional damage is subtracted from the characters Intellect Pool. Level: 9 Origin: Asgard mythological Law: Magic Form: Medium hammer Effect: This hammer functions as a normal weapon of its type and the difficulty of attacks made with it is decreased by one step.

In addition, the wielder can make a long-range lightning attack on a target and all creatures within immediate range of the target that inflicts damage equal to the artifact level. Alternatively, every other round she can throw the hammer at a single foe within long range, inflicting double the artifact level in damage.

Once thrown, the hammer returns to the wielder. The wielder can activate the hammer and gain the ability to fly a long range each round while holding it. This ability lasts for ten minutes.

Finally, the wielder can use the hammer to travel between recursions as if through an inapposite gate generated on the fly, if she has previously visited that recursion. She can also travel in this fashion to Asgard, regardless of whether shes been there before. Depletion: 1 in 1d20 upon depletion, the wielder is judged to be unworthy to wield Mjlnir any longer, and she cannot lift it.

Level: 1d6 Origin: Ardeyn fictional Law: Magic Form: Night-black blade in which distant stars and nebulae are sometimes visible Effect: This knife functions as a normal weapon of its type. However, if the wielder wishes, on a successful attack the special qualities of the knife inflict additional damage ignores Armor equal to the artifact level.

If this damage reduces a target to 0 health, the targets soul is drawn into the blade. The soul remains trapped there for up to three days, after which time it is consumed. Alternatively, the wielder can release the soul to whatever its fate would otherwise be. As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not yet consumed.

After answering the third question, the soul is consumed. However, if the user activates the glove as part of an attack, gravity is modified in her vicinity for one round, allowing her to make a gravity punch attack. If the attack is successful, the glove inflicts additional damage equal to the artifact level and throws the target back a short distance.

Depletion: 1 in 1d10 check per use of gravity punch. Instead of dealing normal unarmed attack damage, the attack deals damage equal to the artifact level. If the user has a special ability or training that increases her natural unarmed attack damage, the increase is applied to the damage dealt by the retractable claws. In addition, the target must make a second Intellect defense roll or be subject to extreme mental pain, causing it to collapse into a quivering mass of screaming nerve endings for one round, which inflicts 2 points of damage ignores Armor.

However, as a special use of the claws, the user can energize them with a laser-cutting surface, which can cut through any material of the artifact level or less. Depletion: 1 in 1d20 check per laser ignition. Generally speaking, grafts that become part of a character translate into other recursions with that character as if they were a cypher and take on the visual context of the new location, though they do not count against a PCs cypher limit. A reality scar is a region about feet 60 m in diameter that messes with perceptions of creatures within it, increasing the difficulty of all tasks by one step.

Everything within a scar is seen as if through visual static. Creatures and NPCs sometimes take on nightmarish outlines that are probably not real. R, page When its special power is activated as part of an attack, the knife emits a silent pulse of reality-twisting force that sweeps out to a short range in all directions.

Creatures in the area other than the wielder are knocked prone and stunned for one round, losing their action. Unfixed objects are toppled or moved at least 5 feet 2 m. Cracks form in walls, floors, and ceilings, and a reality scar is left behind in the area. Sometimes, the largest crack left behind creates a temporary inapposite gate to the recursion R or to recursions outside it, if the knife is used within R If the second defense roll fails, the target takes an additional number of points of Speed damage ignores Armor equal to the artifact level and is so stunned with pain that it loses its next turn.

Depletion: 1 in 1d20 According to the Christian Bible, the Spear of Longinus is the lance that pierced the side of Jesus as he hung on the cross.

Legendary Canaan is a recursion seeded from the myths and legends of the Ancient Near East. Rebel Galaxy, page In addition, it inflicts 2 additional points of damage. A character hit by the spear also moves one step down the damage track.

Depletion: GM Intrusion: The wielders heart is not pure enough to permit the use of the spear. If he attempts to use it regardless, during each round in which he remains in direct or indirect contact with the shaft, he is subjected to a level 10 pyrotechnic attack. The material from which a Strange sword is forged appears to be a slice of the dark energy network itself, like a tear in reality, except on Earth. On Earth, a Strange sword appears to be forged of night-black steel inset with tiny fractal designs.

Level: 1d6 Origin: The Strange emergent Law: Any Form: Tear in reality shaped like a bladed weapon in which the fractalscape of the Strange slowly boils Effect: This bladed weapon functions as a normal weapon of its type. However, it inflicts 2 additional points of damage, which means that a medium Strange sword inflicts 6 points of damage. The weapon can inflict one of two additional effects on creatures who are not native to the recursion where they are struck.

The first option is to allow the Strange sword to inflict an additional number of points of damage equal to the artifact level. The second option is to forgo regular damage on a successful hit and instead attempt to force the creature back to its home recursion as if pushing it through a translation gate, which requires a second successful attack. If the wielder rolls a natural 19 or 20 on this second attack and the target is hit, the target not only is returned to its native.

In addition, the user can activate the dagger as part of another action, gaining the ability to take another full turn immediately, but never more than once every other round. During the round in which the user slows apparent time around her, the difficulty of her Speed defense rolls is reduced by one step.

In addition, the target takes 1 point of damage each round until 1 or more points of damage inflicted by the weapon are restored. Depletion: 1 in 1d20 check per day of use; if depleted, the shield fades away, perhaps recalled to Mount Olympus. Level: 1d6 Origin: Atlantis mythological Law: Magic or Mad Science Form: Ring Effect: Nanomachines sweep out of the ring, completely covering the users body in a sheen of bronze-colored armor, granting her additional Armor equal to the artifact level for ten minutes.

The user can tune the field so that its translucent, hiding her identity, or make it fully dark so that it emits no light though she can see through the field normally.

Further, the armor features a massive integrated weapon that fires plasma; treat as a heavy weapon able to target a creature within long range, inflicting damage equal to the artifact level.

Depletion: 1 in 1d20 check for each day of use. In addition, she can become invisible for one minute, which decreases the difficulty of stealth tasks by two steps and grants the possibility of making a surprise attack against an enemy. While the wearer is invisible, attacking another creature doesnt disperse the effect, which means that a foe is effectively blind when attacking and defending against her.

Depletion: 1 in 1d20 check per use of invisibility; if depleted, the helm fades away, perhaps recalled to Mount Olympus. The user can also make an extra one-action recovery roll each day. Legendary Greece is a recursion seeded from the myths and legends of ancient Greece. GM Intrusion for Kavacha: The wearers heart is not pure enough to permit continued use of the armor. If he continues to wear the Kavacha regardless, all subsequent attacks against him are treated as level 10 attacks.

According to the Hindu epic Mahabharata, Karna was an ancient king of India. Legendary India is a recursion seeded from the myths and legends of historical India. However, if the wearer is subjected to a physical or energy attack, the garment immediately stiffens, redirecting the energy of the attack and protecting him as if he was wearing heavy armor for that instant. Depletion: 1 in 1d check per attack.

The stealth field creates a camouflage bubble around the user that dampens sound and decreases the difficulty of stealth tasks by two steps. The suit doesnt completely cover the wearer, but its protection applies to damage that often isnt reduced by typical armor, such as heat, cold, and Intellect damage.

Level: 1d6 Origin: Ruk emergent Law: Mad Science Form: Injection Effect: A microthin layer of flexible metal spreads beneath the users skin, giving her a greyish, silvery cast. Depletion: 1 in 1d check each day. Level: 1d6 Origin: Atom Nocturne emergent Law: Psionics Form: Armor usually medium or heavy made from crystal Effect: The material from which the armor is made is highly receptive to thought and stores mental energy placed into it.

When the wearer defends from a physical attack and applies Effort, she can spend points from her Intellect Pool instead of her Speed Pool. A conscious set of mind armor contains a telepathic presence, usually a psychic echo of a once-living person trapped in crystal.

The armor usually possesses one or more additional abilities the wearer can call upon or which the armor can trigger itself, if applicable. Roll a d to determine the additional ability. Each use of a mind armors secondary ability requires a depletion roll; the wearer can decide whether to use the special ability, though sometimes the mind armor may trigger its ability unexpectedly.

If the user is struck with a melee attack, the mind armor automatically fires a bolt of energy back at the attacker. Roll a d6 to determine the kind of energy.

Allows user to mentally communicate with up to six other touched allies for twenty-four hours. While the user wears the armor, her maximum Intellect Pool is 2 points higher than normal for ten hours. User can move more quickly for one minute, and each round she can move up to a short distance and take a normal action. User can see normally in the dark; through fog, smoke, and similar translucent and opaque gasses; and through cloudy water for up to one minute. User becomes invisible, which reduces the difficulty of stealth tasks by two steps, for up to one minute or until she attacks or takes a similar dramatic action.

If struck by a ranged attack, the user can choose to immediately teleport to a location next to the attacker. If the user is debilitated or killed, the armor retains an echo of her consciousness and continues to act as if she was hale for up to one hour. Depletion: in 1d00 upon depletion, user must make an Intellect defense roll or her mind is drawn into the armor and becomes the resident personality. The armor and its user go out of phase for up to one minute, during which time she can move through physical objects but cannot physically attack or be physically attacked.

The armor allows the user to fly a short distance each round for one minute. When an enemy makes a melee attack against the user, the armor pulses with light, which counts as an asset on the wearers Speed defense roll.

Legendary Arabia is a recursion seeded from the myths and legends of historical lands of western Asia and Egypt. Djinni of the lamp: level 7; health 35; magic touch attack inflicts 9 points of damage; can transform into smoke and flame; can grant a limited number of wishes while bound to the lamp New York Gray, page If the user makes a wish, it is granted, within limits; the level of the effect granted is no greater than the level of the artifact, as determined by the GM, who can modify the effect of the wish accordingly.

The larger the wish, the more likely the GM will limit its effect. Once the service or wish is granted, the user makes a depletion roll. Depletion: 1 in 1d6 upon depletion, the djinnis service is completed and it is free to act as it will. In addition, he can levitate in the air for up to ten minutes at a time, rising or descending an immediate distance each round.

Level: 1d6 Origin: Ruk emergent Law: Mad Science Form: Red fluid in pod, self-injecting Effect: Once a recipient has incorporated a full measure of artificial blood into her system, she is more resilient, adding 1 to all recovery rolls, and she gains one additional benefit, as determined by a d roll.

The effects last for twenty-four hours. Difficulty of defense rolls to survive drug or alcohol overdose decreased by two steps, and user is not subject to hangovers. Users blood is acidic to other creatures; melee attackers who damage the user suffer 1 point of acid damage from blood splash. User can apply one level of Effort to a noncombat task without spending any points from a Pool. If used in the Strange, the boots decrease the difficulty of any Chaosphere navigation or fractal surfing task by one step.

Cough: Attack all creatures within immediate range with a cloud of smoke. On a failed Might defense roll, victims suffer damage and a fit of coughing that renders them unable to take actions in the following round. Get Away: User blows a smoke ring around himself and teleports to a location within long range.

Go Away: Create a magic smoke circle that targets one creature in short range. If the victim fails a Speed defense roll, it is teleported to a random location within long range. Heal: Breathe in a long draught of smoke that restores 4 points to any Pool. Make Friends: Blow smoke into the eyes of a target within immediate range.

If the victim fails an Intellect defense roll, she sees the hookah smoker. Tell Me True: Force a secret bearing on the topic selected by the smoker from a target within immediate range. If no secret is being withheld, treat this as a psychic attack against a target within short range that deals 5 points of Intellect damage.

When its business end is applied to a living target possibly in a melee attack , it injects a potent cocktail of DNA, RNA, ribosomes, and other promoters that have an immediate effect and a long-term effect on the target. The immediate effect paralyzes the target for up to one minute, after which the target has no memory of that time period. The long-term effect could be any one of the following, depending on the nature of the cellular prod each injector has only one kind of secondary effect.

Aggression: The targets aggressive tendencies are increased for up to twelve hours, during which time the target attacks almost anything it encounters. Calm: The targets aggressive tendencies are damped down for up to twelve hours, during which time the target responds to attacks but never initiates them.

Transformation: The target transforms into a leukocyte over a twelve-hour period. A fully transformed target loses all memory of his former existence, but a successful translation to another recursion before the transformation is complete salvages those memories and resets the recursors form to fit the context of the new recursion.

According to the fiction that birthed the recursion, all these beings possess the ability to travel into other realms linked recursions , which is how some of them spend much of their time. Associated recursions include the Nine Worlds, such as Jotunheim the home of the giants and Svartalfheim the home of the dark elves. A few Norse gods may have the spark and travel farther afield.

The belt of divine strength, also called Megingjr, was a possession of the god Thor, and those who find and wear it risk his wrath. The Strange, page Chaosphere navigation, page Fractal surfing, page When its business end is applied to a living target possibly in a melee attack , it removes a sample of the targets tissue and analyzes it.

A readout shows what, if any, special abilities the target possesses. If the wielder wishes, she can then use the cellular sampler on herself and gain one of the special abilities from the last creature sampled. A transferred ability lasts for one minute. Sampling and transferring each require a depletion roll. Effect: Anything placed in the chest whose level is less than or equal to the artifact level is consumed within one hour and rendered into more rich compost.

Each time an object is consumed by the chests residents, an equal mass of particularly rich compost can be removed from the chest. The chest measures 2 by 3 by 2 feet 60 by 90 by 60 cm. The effect lasts until the hood is lowered again. If the wearer cannot see in the dark already, the active cloak grants her that ability. Removing the cloak returns the wearer to his normal apparent age unless the cloak became depleted when it was put on. The wearers clothing reduces in size to fit the child, though the cloak does not.

Removing the cloak returns the wearer to her normal apparent age unless the cloak became depleted when it was put on. Level: 1d6 Origin: Ardeyn fictional Law: Magic Form: Coil of rope Effect: The coil of rope can be let out at a rate of 50 feet 15 m per round; however, no end to the rope can be found no matter how long the user uncoils it.

Depletion: 1 in 1d20 check per hour the ropes length remains extended past 50 feet. When he picks a card, rolls a die, or otherwise takes an action that skill usually plays no part in, he makes a difficulty 4 Intellect roll. If successful, he achieves the desired result if it is a result that could have occurred randomly. The artifact comes in two pieces. Whoever holds one piece can activate it and verbally communicate with the owner of the matched piece for up to one minute per use.

The communication is instantaneous and works at any range, even across recursions. Each piece also serves as a recursion key, allowing a quickened creature to translate to the location of the other piece but otherwise following the normal rules of translation. This special effect isnt obvious even to those who know the artifacts main effect. It's a broken record or a hamster running in a wheel that keeps going around and around and gets nowhere. This book is about ways to change the game, to get on track and unstuck.

The editors and writers invite you to share their struggles, triumphs, and experiences in this anthology of poems, illustrations, stories, and essays. Some are short, some long; some require thinking, others are for drinking in.

Here there are examples of tools for getting unstuck from the troubles that beset us all. From the mids, an international collaboration of physicists embarked on the investigation of subnuclear physics at the high-energy frontier. As well as discovering the top quark, the heaviest elementary particle ever observed, the physicists analyzed their data to seek signals of new physics which could revolutionize our understanding of nature.

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With coverage of current issues and emerging trends, Fowler's Zoo and Wild Animal Medicine, Volume 7 provides a comprehensive, all-new reference for the management of zoo and wildlife diseases. A Current Therapy format emphasizes the latest advances in the field, including nutrition, diagnosis, and treatment protocols.

Cutting-edge coverage includes topics such as the "One Medicine" concept, laparoscopic surgery in elephants and rhinoceros, amphibian viral diseases, and advanced water quality evaluation for zoos.

Editors R. Eric Miller and Murray E. Fowler promote a philosophy of animal conservation, bridging the gap between captive and free-ranging wild animal medicine with chapters contributed by more than international experts. The Current Therapy format focuses on emerging trends, treatment protocols, and diagnostic updates new to the field, providing timely information on the latest advances in zoo and wild animal medicine.

Content ranges from drug treatment, nutrition, husbandry, surgery, and imaging to behavioral training. Coverage of species ranges from giraffes, elephants, lions, and orangutans to sea turtles, hellbenders, bats, kakapos, and more. An extensive list of contributors includes recognized authors from around the world, offering expert information with chapters focusing on the latest research and clinical management of captive and free-ranging wild animals.

A philosophy of animal conservation helps zoo and wildlife veterinarians fulfill not only the technical aspects of veterinary medicine, but contribute to the overall biological teams needed to rescue many threatened and endangered species from extinction.



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