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	<title>Harath Rules - User contributions [en]</title>
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	<updated>2026-04-07T08:21:17Z</updated>
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	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1833</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1833"/>
		<updated>2021-03-24T00:01:29Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intro==&lt;br /&gt;
In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try to do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0-1, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 2-5, you can draw at level 1. With a Mana of 6-9, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Short Sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. They won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to a broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and many categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you now have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill more distantly related to Teaching. You can tell, because the line from one to the other goes through 2 maroon blocks, so you must take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1832</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1832"/>
		<updated>2021-03-23T23:58:07Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intro==&lt;br /&gt;
In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try to do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Short Sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. They won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to a broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and many categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you now have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill more distantly related to Teaching. You can tell, because the line from one to the other goes through 2 maroon blocks, so you must take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1828</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1828"/>
		<updated>2021-03-23T22:44:42Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try to do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Short Sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. They won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to a broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and many categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you now have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill more distantly related to Teaching. You can tell, because the line from one to the other goes through 2 maroon blocks, so you must take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1817</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1817"/>
		<updated>2021-03-22T22:21:03Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Short Sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. They won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to a broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and many categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you now have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill more distantly related to Teaching. You can tell, because the line from one to the other goes through 2 maroon blocks, so you must take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1816</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1816"/>
		<updated>2021-03-22T22:17:38Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Short Sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. They won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to a broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and many categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill related to Teaching, but following the path from one to the other goes through 2 maroon blocks, so you take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1815</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1815"/>
		<updated>2021-03-22T22:15:51Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Short Sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. They won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to a broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and most (but not all) categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill related to Teaching, but following the path from one to the other goes through 2 maroon blocks, so you take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1814</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1814"/>
		<updated>2021-03-22T22:15:01Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Short Sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to a broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and most (but not all) categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill related to Teaching, but following the path from one to the other goes through 2 maroon blocks, so you take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1813</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1813"/>
		<updated>2021-03-22T02:38:29Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Short Sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and most (but not all) categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill related to Teaching, but following the path from one to the other goes through 2 maroon blocks, so you take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1812</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1812"/>
		<updated>2021-03-22T02:34:02Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Short Sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and most (but not all) categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill related to Teaching, but following the path from one to the other goes through 2 maroon blocks, so you take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockqote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1811</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1811"/>
		<updated>2021-03-22T02:32:46Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example, with each line denoting an additional level learned:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and most (but not all) categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill related to Teaching, but following the path from one to the other goes through 2 maroon blocks, so you take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockqote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1810</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1810"/>
		<updated>2021-03-22T02:29:32Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, the Draw skill is described as being (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out of luck drawing - but then you&amp;#039;re probably not an adventurer either! If you have a Mana of 1-4, you can draw at level 1. With a Mana of 5-8, you can draw at level 2, etc. Like most people, you can draw, but unless your Mana is exceptionally high, you just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and most (but not all) categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill related to Teaching, but following the path from one to the other goes through 2 maroon blocks, so you take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockqote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1809</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1809"/>
		<updated>2021-03-22T02:23:40Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. You can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have any similar skills, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by a number. For example, Draw (Mana/4), which means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use the resulting number as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out luck drawing, but you&amp;#039;re probably not an adventurer either! A Mana of 1-4 gets you the equivalent of a level 1 Draw skill, 5-8 get you level 2, etc. You can draw, but for most characters, they just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
Before trying to use the skill web, you need to understand that all skills are organized into categories, and most (but not all) categories have related categories. Categories and skill relations allow you to use a broader set to skills than those you specifically learned, albeit at a penalty. Here&amp;#039;s how the skill web works:&lt;br /&gt;
* Skill in the Same Category&lt;br /&gt;
** The yellow, green, and red blocks indicate that if you have a skill in the same category as the skill you actually need to roll, you can use that alternate skill with the number of penalty dice indicated by the block color. If the block is yellow you only take a single penalty die. If it&amp;#039;s green, you take 2. If red, 4.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You have Military Leadership=5+2, but are in a situation where a Politics roll is called for. Because both Politics and Military Leadership are in the Leadership category, and because that category is yellow, you can make the Politics skill roll at Politics=5+2-1 (5 skill dice + 2 bonus dice + 1 penalty die).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* Skill in a Related Category&lt;br /&gt;
** The lines that lead from one category to another indicate related categories. If you have a skill in Category A that is related to a skill you need to roll (Category B), follow the shortest path on the lines that lead from Category A to Category B. Make your skill roll with 2 penalty levels for each maroon square you pass through.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You need to make a roll for a skill in the Leadership category, but you have no leadership skills. Fortunately, you have Teaching=5+1, which is in a related category. The shortest line from Teaching to Leadership goes through one maroon square, so you take a 2-level penalty, and can make your roll as if you had Leadership=3+1 (3 skill levels + 1 bonus die). ... On the other hand, let&amp;#039;s say you have to make an Etiquette roll, but don&amp;#039;t have any etiquette skills. Etiquette is a skill related to Teaching, but following the path from one to the other goes through 2 maroon blocks, so you take 4 penalty levels on your etiquette roll, meaning you roll as if you had Etiquette=1+1 (1 skill die + 1 bonus die).&lt;br /&gt;
&amp;lt;/blockqote&amp;gt; &lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1808</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1808"/>
		<updated>2021-03-21T17:10:16Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, your character has Skills to show that they have diligently spent time learning and practicing to be good at certain things. In game terms, you can raise a skill level at a cost of one CP for every level you want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. Unless otherwise stated in the skill description, accomplishing things using your skill requires a TN=4.&lt;br /&gt;
&lt;br /&gt;
However, just because you haven&amp;#039;t been trained to use a specific skill doesn&amp;#039;t mean you can&amp;#039;t give it the old college try. There are two additional ways you can try do things that require skill rolls:&lt;br /&gt;
# If you have a similar skill, you can use it (with penalties) in place of the specific skill you don&amp;#039;t know. For details, see the Skill Web at the bottom of this page.&amp;lt;p&amp;gt;&lt;br /&gt;
# If you don&amp;#039;t have a similar skill, well, all still is not lost. Every skill definition lists a default value as an Attribute divided by some number. For example, Draw (Mana/4). This means that if you have neither the Draw skill nor any sufficiently related skill, you can simply divide your Mana by 4, and use that as your Draw skill. So if you have a Mana of 0, you&amp;#039;re simply out luck drawing, but you&amp;#039;re probably not an adventurer either! A Mana of 1-4 gets you the equivalent of a level 1 Draw skill, 5-8 get you level 2, etc. You can draw, but for most characters, they just can&amp;#039;t do it that well.&lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
{| style=&amp;quot;float:right; &amp;quot;&lt;br /&gt;
| https://raw.githubusercontent.com/sschra01/sschra01.github.io/main/skillweb.png&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1797</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1797"/>
		<updated>2021-03-04T23:53:53Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, all characters have Skills that determine what they can do. Unless otherwise stated, all skills have a TN=4. Players can raise their skill levels at a cost of one CP for every level that they want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. &lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:850px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
[[File:SkillWeb.png|border|800px]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1796</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1796"/>
		<updated>2021-03-04T00:36:47Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, all characters have Skills that determine what they can do. Unless otherwise stated, all skills have a TN=4. Players can raise their skill levels at a cost of one CP for every level that they want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. &lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can use any other type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:750px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:750px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
[[File:SkillWeb.png|border|800px]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1795</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1795"/>
		<updated>2021-03-04T00:35:32Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, all characters have Skills that determine what they can do. Unless otherwise stated, all skills have a TN=4. Players can raise their skill levels at a cost of one CP for every level that they want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. &lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Others&amp;quot;. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your &amp;quot;Others&amp;quot; skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The two examples below both follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill, which allows him to choose concentrations in a particular sword type (e.g., long sword), while the &amp;quot;Others&amp;quot; category indicates that he can also use any type of 1H Sword, but less well than those swords he has concentrated on learning.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 1: A line by line example:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Others=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Others=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Others=3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Others=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Others=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Others=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Others=7.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example 2: The same example in chart form:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:750px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Concentration available, taken in Katanan&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4-1&lt;br /&gt;
| Penalized concentration available, taken in Katana&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 5-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Concentration available, taken in Short Sword&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Others&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7+1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could make a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most ordinary people will think is great. It won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to broad clientele. Even so, your fellow potters will generally recognize your work as pedestrian at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression.&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:750px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentrations&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Others&amp;quot;&lt;br /&gt;
! Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration available, taken in Grapple&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration available, taken in Pivot Throw&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in Hip Toss&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Penalized concentration available, not taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration available, taken in &amp;quot;Other&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
[[File:SkillWeb.png|border|800px]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1783</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1783"/>
		<updated>2021-03-02T22:19:27Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, all characters have Skills that determine what they can do. Unless otherwise stated, all skills have a TN=4. Players can raise their skill levels at a cost of one CP for every level that they want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. &lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Other&amp;quot; skills. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your Other skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As an example, follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill at level 1, which allows you to choose concentrations in a particular sword type (e.g., long sword), and to also use all &amp;quot;Other&amp;quot; types of 1H Swords. The following lists shows Rugga&amp;#039;s skill choices as he attains each level:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Other=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Other=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Other 3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Other=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Other=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Other=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Other=7.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:750px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Base Skill&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Concentrations&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Concentrated Skills&lt;br /&gt;
! Other Skill&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Skill&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Level&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Free&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Used&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Concentration&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Bonus Dice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Penalty Dice&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1H Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1H Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1H Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1H Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |1H Sword&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |  4&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |1H Sword&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |  4&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |  Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |  Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |1H Sword&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |  4&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |  Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |  Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could (barely) start making a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most people will accept it as satisfactory work, and that some of them will even admire. Clearly, it won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to a non-too-discerning clientele. Even so, your fellow potters will generally recognize your work as rudimentary at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression. 1 PenaltyÈ&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:650px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentration&lt;br /&gt;
! Skill&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | &amp;quot;Other&amp;quot; Skills&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Note&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|Concentration in Grapple taken&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2-1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Penalized concentration in Pivot Throw taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration in Hip Toss taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | No penalized concentration taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Concentration in &amp;quot;Other&amp;quot; taken&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
[[File:SkillWeb.png|border|800px]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1782</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1782"/>
		<updated>2021-03-02T22:08:22Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, all characters have Skills that determine what they can do. Unless otherwise stated, all skills have a TN=4. Players can raise their skill levels at a cost of one CP for every level that they want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. &lt;br /&gt;
==Concentrations==&lt;br /&gt;
When you learn a skill, you gain access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill. The aspects of the skill that you do not add as concentrations are collectively known as &amp;quot;Other&amp;quot; skills. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to a selected concentration, but also add a [[ Main Page | penalty die ]] to your Other skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As an example, follow Rugga&amp;#039;s progress as he learns various aspects of the One-Handed Sword (1H Sword) skill at level 1, which allows you to choose concentrations in a particular sword type (e.g., long sword), and to also use all &amp;quot;Other&amp;quot; types of 1H Swords. The following lists shows Rugga&amp;#039;s skill choices as he attains each level:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Other=1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Other=2. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Other 3.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Other=4-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Other=5-1.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Other=6-1.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Other=7.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:750px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Base Skill&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Concentrations&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Concentrated Skills&lt;br /&gt;
! Other Skill&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Skill&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Level&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Free&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Used&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Concentration&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Bonus Dice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Penalty Dice&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1H Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1H Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1H Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1H Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |1H Sword&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |  4&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |1H Sword&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |  4&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |  Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |  Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |1H Sword&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; |  4&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |  Katana&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |  Short Sword&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
What does it mean to have a Skill level of 4? This table answers that question in general terms. A glance at the table tells you that in general, having that level of skill means that you could (barely) start making a professional living using that skill. Let&amp;#039;s say you have Pottery=4. Your products demonstrate sufficient quality that most people will accept it as satisfactory work, and that some of them will even admire. Clearly, it won&amp;#039;t fetch the highest prices, but you&amp;#039;ll likely be able to sell your wares to a non-too-discerning clientele. Even so, your fellow potters will generally recognize your work as rudimentary at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. A style means that when you learn the skill, you must follow a strictly regimented pattern of instruction. In game terms this means that you must take certain concentrations at specific levels. For example, Jujutsu requires you to take concentrations in Grapple, Hip Toss, and Pivot Throw at your first three levels. Starting level 4, you may take concentrations in any maneuver from the Preferred List of Maneuvers. When you become a master (Level 7+) you may take concentrations in any maneuver you wish. The chart below shows this progression. 1 PenaltyÈ&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Concentration&lt;br /&gt;
! Skill&lt;br /&gt;
! &amp;quot;Other&amp;quot; Skills&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1+0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;2&amp;quot;| 2-1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 3-1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 4-1&amp;lt;br&amp;gt;(No concentration&amp;lt;br&amp;gt;taken)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Grapple&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 5+0&amp;lt;br&amp;gt;(Concentration&amp;lt;br&amp;gt;in &amp;quot;Other&amp;quot; taken)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Pivot Throw&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | Hip Toss&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5+1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
[[File:SkillWeb.png|border|800px]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1781</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Skills&amp;diff=1781"/>
		<updated>2021-03-02T02:41:19Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, all characters have Skills that determine what they can do. Unless otherwise stated, all skills have a TN=4. Players can raise their skill levels at a cost of one CP for every level that they want to gain. In other words, it takes 8 CP to improve a skill from level 7 to level 8. &lt;br /&gt;
==Concentrations==&lt;br /&gt;
For the most part, when you learn a skill, you actually have access to a broad scope of related abilities. As you practice more and gain familiarity with your chosen skill, you choose Concentrations, which give you [[ Main Page | bonus dice]] when using certain aspects of your skill.  All aspects of the skill that you do not add as a concentration are collectively known as &amp;quot;Other&amp;quot; skills. You gain a new concentration every time you raise your skill to an odd-numbered level. You can optionally gain one penalized concentration on each even-numbered skill level. Penalized concentrations add 1 bonus die to the concentration of your choice, but also add a [[ Main Page | penalty die ]] to your Other skill. You must declare your Concentration when you move to a new skill level.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
As an example, if you learn the One-Handed Sword (1H Sword) skill at level 1, you can choose one sword type (e.g., long sword) as a concentration, and use all &amp;quot;Other&amp;quot; types of 1H Swords at level 1, with 1 penalty die. Below is an example by level:&lt;br /&gt;
# Rugga learns 1H Sword and puts his concentration in &amp;quot;Katana&amp;quot;. His 1H Sword skills are Katana=1+1, Other=1-1.&lt;br /&gt;
# Rugga earns no concentrations. He chooses not to take a penalized concentration. his 1H Sword skills are Katana=2+1, Other=2-1. &lt;br /&gt;
# Rugga earns a concentration, which he puts into Katana. His 1H Sword skills are Katana=3+2, Other 3-1.&lt;br /&gt;
# Rugga earns no concentration, but chooses to take a penalized concentration in Katana. His 1H Sword skills are Katana=4+3, Other=4-2.&lt;br /&gt;
# Rugga earns a concentration, and puts it into short sword. His 1H Sword skills are Katana=5+3, Short Sword=5+1, Other=4-2.&lt;br /&gt;
# Rugga earns no concentration, and forgoes another penalized concentration. His 1H Sword skills are Katana=6+3, Short Sword=6+1, Other=4-2.&lt;br /&gt;
# Rugga earns a concentration, and puts it into Other. His 1H Sword skills are Katana=7+3, Short Sword=7+1, Other=4-1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Base Skill&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Concentrations&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Concentrated Skills&lt;br /&gt;
! Other Skill&lt;br /&gt;
|-&lt;br /&gt;
| Skill&lt;br /&gt;
| Level&lt;br /&gt;
| Free&lt;br /&gt;
| Used&lt;br /&gt;
| Concentration&lt;br /&gt;
| Bonus Dice&lt;br /&gt;
| Penalty Dice&lt;br /&gt;
|-&lt;br /&gt;
| 1H Sword&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| Katana&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1H Sword&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| Katana&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1H Sword&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| Katana&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1H Sword&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| Katana&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|1H Sword&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 5&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|  4&lt;br /&gt;
| Katana&lt;br /&gt;
| 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|1H Sword&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 6&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|  4&lt;br /&gt;
|  Katana&lt;br /&gt;
| 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|  Short Sword&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|1H Sword&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 7&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|  4&lt;br /&gt;
|  Katana&lt;br /&gt;
| 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|  Short Sword&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
This table represents in general terms what Skill levels represent. What does it mean to have a skill level of 4 in pottery? A glance at the table will let you know that to have that level of skill means that you have the requisite skill to start out on a professional level. Your products demonstrate sufficient quality that most people will accept it as satisfactory work, and that some will even admire. It won&amp;#039;t fetch the highest prices, but you you may be able to make a living selling your wares. Even so, your fellow potters will generally recognize your work as rudimentary at best.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Professional Skill || Level || Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Apprentice&lt;br /&gt;
| 0&lt;br /&gt;
| Doesn&amp;#039;t indicate complete lack of knowledge, but can&amp;#039;t discuss coherently; uninformed opinions&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Can do just enough to be dangerous to self and others&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Can do just enough to be dangerous to others, but occasionally satisfies the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Usually satisfies, and occasionally impresses, the uninitiated&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Journeyman&lt;br /&gt;
| 4&lt;br /&gt;
| Always satisfies, and usually impresseses, the uninitiated; occasionally satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Always impresses the uninitiated; usually satisfies fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Craftsman&lt;br /&gt;
| 6&lt;br /&gt;
| Always satisfies, and occasionally impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Always satisfies, and usually impresses, fellow practitioners&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Master&lt;br /&gt;
| 8&lt;br /&gt;
| Always impresses fellow practioners, who view this person as an expert&lt;br /&gt;
|-&lt;br /&gt;
| 9+&lt;br /&gt;
| 9th and higher levels indicate more refined skill, a way to differentiate between experts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
&amp;lt;p&amp;gt;Certain skills have styles attached to them. Styles generally have required maneuvers that you need take for each level you have. For example, Jujutsu requires you to have concentrations in Grapple, Hip Toss, and Pivot Throw. You would be required by the style to learn the maneuvers for each of your first three levels. At level 4, you could concentrate in anything from the Preferred List of Maneuvers. When you are a master Level 7+ you can concentrate in any maneuver you wish. The chart to the right shows this progression. 1 PenaltyÈ&amp;lt;/p&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Level&lt;br /&gt;
| Concentration&lt;br /&gt;
| Bonus&lt;br /&gt;
| Other maneuvers&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Grapple&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|2&lt;br /&gt;
| Grapple&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| 1 Penalty&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| Grapple&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 1 Penalty&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Grapple&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 1 Penalty (Assuming no Maneuvers were taken)&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| Grapple&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0 Penalty (Assuming no Maneuvers were taken)&lt;br /&gt;
|-&lt;br /&gt;
| Pivot Throw&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Hip Toss&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Web==&lt;br /&gt;
[[File:SkillWeb.png|border|800px]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Races&amp;diff=1763</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Races&amp;diff=1763"/>
		<updated>2021-02-28T23:27:16Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, there are eleven main character races: Broos, Centaurs, Dwarfs, Elves, Gnomes, Halflings, Humans, Ogres, Orcs, Trolls, and Winged Men. The rules are written using humans as the &amp;quot;average&amp;quot; race. No racial modifiers apply to humans. If you choose to play a character that is not human, certain racial modifiers automatically apply to your character. In addition, with GM permission, you can play any race you can dream up. For any race not listed here, you and the GM will have to agree on the racial modifiers that apply.&lt;br /&gt;
&lt;br /&gt;
Numbers in parentheses indicate the specific racial modifiers that apply. Here&amp;#039;s how to interpret them:&lt;br /&gt;
* For Attributes, Abilities, and Disabilities, the number modifies the level you obtain using CP.&lt;br /&gt;
** Example: You use 10 CP to get Str=4, but your halfling&amp;#039;s racial modifier is Str (-2), so you will actually play at Str=2. If you want your halfling to play at Str=4, you must use 21 CP to get Str=6. Conversely, your winged folk character has Str (+2), so if you use 10 CP to get Str=4, you will play at Str=6.&lt;br /&gt;
* For Secondary Statistics that you simply select, the number indicates the race&amp;#039;s average statistic.&lt;br /&gt;
** Example: Ogres have Hgt (+3), meaning that the average ogre is 3 taller than the average human. Since the human average Hgt=18, the average ogre Hgt=21.&lt;br /&gt;
* For secondary Statistics that you derive from the character&amp;amp;#8217;s Attributes, calculate the statistic in the usual way, then include the modifier.&lt;br /&gt;
** Example: You have Quick=5 and Dex=7, so your Reaction speed is 6. However, your gnome has Reaction (-1), so you will play with R=4.&lt;br /&gt;
* For Skills, the numbers indicate that the race automatically gets that level of the Skill without using CP to get it. You can purchase additional levels as if starting from level 1.&lt;br /&gt;
** Example: Centaurs have a racial modifier of Musical Ability (2). If you play a centaur, you need not pay any CP to get a Musical Ability=2. If you want your character to have Musical Ability=4, you only need to use 3 CP to get the additional 2 levels (that is, treat the CP expenditure as if you were getting levels 1 and 2, not levels 3 and 4, which would have expended 7 CP).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reaction Rolls|Reaction]] is a reflection of how well one person likes another on first meeting. The Reaction roll modifiers in this section indicate the relative feelings of humans toward each particular race. The chart at the bottom of the page provides information on how various races view each other, in general. For simplicity, the assumption that races view each other similarly - that is, if humans have R=(-6) towards broos, assume that broos similarly have a -6 toward humans.&lt;br /&gt;
&lt;br /&gt;
==Gender==&lt;br /&gt;
The gender (male or female) of your character is up to you. Since you choose your character&amp;amp;#8217;s Hgt, you can select any Hgt you want. There is no significant gameplay difference. That said, in the wider world, the standard female Hgt of any species is generally (-1) from the average male Hgt.&lt;br /&gt;
&lt;br /&gt;
==Broos==&lt;br /&gt;
[[File:Broo.jpg|border|140px|left]]&lt;br /&gt;
Broos tend to have tall, thin human-like bodies with antelope or deer heads. Starting in young adulthood, they grow antlers, which are shed late in the fall and grow back larger early next spring. They are strong and tough, but are slightly shorter lived than humans. They usually live in woods and grasslands in tribes that migrate seasonally to remain in temperate areas. Broos are foul creatures that never bathe, and though they are invulnerable to many of the diseases that afflict humans, they often carry and spread such diseases. Because of this, as well as their tendency toward violent behavior - especially toward weaker creatures - they are typically shunned in human society.&lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=14, max=80), Hgt (20 +antlers), Wgt (16)&lt;br /&gt;
* Standard Attribute Modifiers: Str (+2), Con (+1), Mana (-2), Quick (-1)&lt;br /&gt;
* Standard Abilities and Disabilities: Disease Resistance (2), Odious Personal Habit – Rubbing dung in hair (3), Poison Resistance (2), Sadism (3)&lt;br /&gt;
* Skill Restrictions: None&lt;br /&gt;
* Reaction to humans: (-6)&lt;br /&gt;
&lt;br /&gt;
==Centaurs==&lt;br /&gt;
[[File:Centaur.png|border|250px|right]]&lt;br /&gt;
Centaurs seem to be a combination of human and horse, with sleek, equine bodies and a tremendously strong human torso from the waist up where a horse’s neck and head would be. Overall, they stand a good foot taller than the average human, though they do not live quite as long. They live in large tribes in tundras, steppes, and northern grasslands. Although centaur tribes used to seasonally migrate, most have given up this practice in favor of living a more settled lifestyle. Centaurs are strong, noble creatures that believe they are superior to all other sentient beings. Because of this, they are very intolerant of “inferior” races, an attitude that causes them to be in continual conflict (both armed and unarmed) with most other races, who find them to be fierce warriors. Needless to say, they have a bad reputation amongst other sentient races. However, if you do find yourself in the rare position of being on the good side of a centaur, you have a steadfast friend for life. Centaurs love of music and freedom.&lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=10, max=60), Hgt (15 to back, 21 to head), Wgt (36)&lt;br /&gt;
* Standard Attribute Modifiers: Str (+3), Will (+1), Quick (-2), Mana (-2)&lt;br /&gt;
* Standard Abilities and Disabilities: Berserk (3), Intolerance (1), Musical Ability (2), Voice (2)&lt;br /&gt;
* Skill Restrictions: None&lt;br /&gt;
* Reaction to humans: (-1)&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
[[File:Dwarf.jpg|border|140px|left]]&lt;br /&gt;
Dwarves are short and muscular, incredibly strong and tenacious. They are dark-skinned and prefer to wear elaborate beards and sturdy leather clothing. Their extreme hardiness allows them to live for an average of 100 years, and they tend to spend that time working hard and enjoying the toil of life. They normally live underground due to their overriding fondness for things of the earth, where they primarily mine all manner of jewels, gems, and metals, precious and otherwise, from which they smith and craft items of overwhelming beauty that they trade with other civilizations to obtain whatever goods they cannot make for themselves. Despite this reliance on trade, they distrust “surface dwellers”, and prefer to limit such contact as much as possible.&lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=21, max=125), Hgt (12), Wgt (14)&lt;br /&gt;
* Standard Attribute Modifiers: Str (+3), Con (+2), Quick (-2) , Mana (-3)&lt;br /&gt;
* Standard Abilities and Disabilities: Intolerance (2), Dark Vision (1), Miserliness (4), Stubbornness (2)&lt;br /&gt;
* Skill Restrictions: At least 30% of CP must be placed into metal and/or jewel crafting Skills.&lt;br /&gt;
* Reaction to humans: (-3)&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
[[File:Gnome.jpg|border|180px|right]]&lt;br /&gt;
Gnomes are shorter, slenderer, and fairer than their cousins, the dwarves. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. The males prefer short, carefully trimmed beards, and all generally wear leather or earth tones, decorated with intricate stitching or fine jewelry. Many gnomish populates remain underground, where all gnomes used to live, usually not very far from dwarven strongholds. These days, however, more and more tribes are moving to the surface, in above-ground villages very similar to halfling dwellings. Even so, they prefer to keep themselves to themselves, and limit contact with other races. When they must interact, they prefer to do it with dwarves and halflings. Most gnomes who travel outside gnome lands are traders, tinkers, or warriors.&lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=18, max=110), Hgt (11), Wgt (12)&lt;br /&gt;
* Standard Attribute Modifiers: Str (-1), Con (-2), Quick (+1) , Mana (+2)&lt;br /&gt;
* Standard Abilities and Disabilities: Intolerance (1), Dark Vision (1), Miserliness (3), Stubbornness (1)&lt;br /&gt;
* Skill Restrictions: At least 20% of CP must be placed into sewing and/or jewel crafting Skills.&lt;br /&gt;
* Reaction to Humans: (-1)&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
[[File:Elf.jpg|border|160px|left]]&lt;br /&gt;
Elves are a tall, thin, joyful folk, fair of face and frivolous in their outlook on life. They are known for their keen eyesight. Of all the sentient races, they have the longest lifespan, which they prefer to spend in artistic pursuits to the greatest extent possible. They prefer to live in or near forests, in villages that so closely resemble their natural surroundings that one could easily miss them entirely, if the continuous singing and playing of musical instruments did not draw one’s attention. Elves never take life too seriously, rarely planning for the future, living in the moment and embracing spur of the moment decisions. In many ways, they are polar opposites to dwarves. Stories of the mutual elf/dwarf disdain are not exaggerated.&lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=22, max=130), Hgt (19), Wgt (14)&lt;br /&gt;
* Standard Attribute Modifiers: Str (-3), Dex (+2), Mana (-1), Quick (+2)&lt;br /&gt;
* Standard Abilities and Disabilities: Intolerance (4), Impulsiveness (2)&lt;br /&gt;
* Skill Restrictions: At least 30% of CP must be placed into the arts.&lt;br /&gt;
* Skill bonus: Any vision-based roll (+2)&lt;br /&gt;
* Reaction to Humans: (-4)&lt;br /&gt;
&lt;br /&gt;
==Halflings==&lt;br /&gt;
[[File:Halfling.jpg|border|180px|right]]&lt;br /&gt;
As their nickname implies, “Halflings” (or “Hobbits” as they call themselves) stand only about half as tall as humans, though their lifestyle often leads them to carry an excess of weight. Despite this, they can be deceptively quick when they want to be. Although small and overweight as a rule, Halflings live in just about every climate, in villages clustered in circular patterns. Although the majority of their structures exist above ground, they do take advantage of the earth’s natural temperature control by digging their sleeping quarters underground. Most humans view halflings as a lazy people, although the races live together in relative peace. In fact, Hobbits are a very peaceful race that prefers to live in harmony with all living creatures. They very much prefer the more relaxed aspects of life – eating, sleeping, watching the days go by.&lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=17, max=100), Hgt (10), Wgt (14)&lt;br /&gt;
* Standard Attribute Modifiers: Str (-2), Con (+2), Dex (+3), Will (-2), Mana (-1)&lt;br /&gt;
* Standard Abilities and Disabilities: Animal Empathy (1), Magic Resistance (2), Gluttony (4), Pacifism (4)&lt;br /&gt;
* Skill Restrictions: None&lt;br /&gt;
* Reaction to Humans: (-2)&lt;br /&gt;
&lt;br /&gt;
==Ogres==&lt;br /&gt;
[[File:Ogre.png|border|210px|left]]&lt;br /&gt;
Ogres are tall, powerful, fierce and tough. Their squat heads and “attack first and ask questions later” attitude lead people to believe they are stupid, but they are actually just as intelligent as humans. Ogres are believed to have a very short natural lifespan, though it is actually uncertain, as their lifestyle usually prevents them from dying of natural causes. They tend to live underground caverns accessed through remote and inhospitable terrain such as tall mountains or deep crevasses. Their diet almost exclusively includes uncooked flesh. There is no kind of meat they will not eat, including ogre flesh, but they prize elvish, winged folk, and human flesh above all others. This preference, as you may well imagine, makes them very unpopular amongst non-ogre populations. As a result, ogres go to great lengths to disguise themselves (usually as half-giants,  or similarly large sentient creatures) to prevent detection.&lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=8, max=45), Hgt (21), Wgt (22)&lt;br /&gt;
* Standard Attribute Modifiers: Str (+5), Con (+1), Dex (-1), Mana (-3), Quick (-2)&lt;br /&gt;
* Standard Abilities and Disabilities: Deadly Secret (1), Odious Personal Habit – Cannibalism (3), Acute Smell and Taste (2), Acute Vision (2), Dark Vision (1)&lt;br /&gt;
* Skill Restrictions: None&lt;br /&gt;
* Reaction to Humans: (-6 if known to be an ogre; otherwise, use standard reaction modifier of the race they are using as their disguise)&lt;br /&gt;
&lt;br /&gt;
==Orcs==&lt;br /&gt;
[[File:Orc.jpg|border|180px|right]]&lt;br /&gt;
Orcs are swarthy, aggressive creatures about the same size as human, but their stooped and bowlegged posture means they are actually somewhat shorter that humans. They can occasionally be found living in isolated communities far from other sentient beings, but are much more likely to be encountered as enslaved by some of the larger demi-human races, such as hobgoblins, bugbears, gnolls, etc. They are crude, crass, boorish, and devoid of any redeeming value, at least from a human standpoint. They are dirty, disease-ridden, and eat anything, including other orcs. They love to dominate weaker creatures, but are themselves fairly readily dominated. They tend to be physically strong, but are weak-willed fighters. They are willing soldiers, but to field an orc army without non-orc leaders is to be routed at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=5, max=30), Hgt (16), Wgt (16)&lt;br /&gt;
* Standard Attribute Modifiers: Str (+3), Con (+1), Dex (+1), Will (-2), Quick (-3)&lt;br /&gt;
* Standard Abilities and Disabilities: Odious Personal Habit – Cannibalism (3), Sadism (3), Bullying (2), Cowardice (4), Dark Vision (1), Toughness (4), Acute Smell and Taste (4)&lt;br /&gt;
* Skill Restrictions: None&lt;br /&gt;
* Reaction to Humans: (-8)&lt;br /&gt;
&lt;br /&gt;
==Trolls==&lt;br /&gt;
[[File:Troll.jpg|border|220px|left]]&lt;br /&gt;
Trolls are tall, rangy creatures who are terribly strong. They are very tough to kill, which has given rise to the rumor that they can regenerate, but this is simply not true. They are fiercely protective of their territory, which includes both their dark, underground lairs, where they live in small family groups and the hunting grounds that provide meals for their families. Hunting is vital to the trolls’ welfare, as they subsist almost entirely on mean, preferring uncooked animals. They do not generally eat humanoids, but will if given an opportunity – they never turn down an easy meal. If they have one positive aspect, it is that they have never been known to eat other trolls. &lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=11, max=65), Hgt (22), Wgt (20)&lt;br /&gt;
* Standard Attribute Modifiers: Str (+4), Dex (+2), Will (-2), Mana (-2), Quick (-2)&lt;br /&gt;
* Standard Abilities and Disabilities: Dark Vision (1), Odious Personal Habit – Eating Sentients (3), Acute Smell and Taste (2), High Pain Threshold (4)&lt;br /&gt;
* Skill Restrictions: None&lt;br /&gt;
* Reaction to Humans: (-7)&lt;br /&gt;
&lt;br /&gt;
==Winged Folk==&lt;br /&gt;
[[File:WingedFolk.jpg|border|180px|right]]&lt;br /&gt;
Winged folk  (or “Aerans” as they style themselves) are human in appearance, with the exceptions of their thinness and the gigantic wings on their back. They enjoy wide-open spaces, making their homes on the remotest of high mountain pains and spending their days in the skies above them. Their personalities are a mix of human and elf. They enjoy living their life, but do not approach it as frivolously as elves do. They are rarely seen near populated areas, leading many city dwellers to believe the Winged Folk to be nothing more than a myth. Many such doubters who have seen them have claimed them to be angels or devils, rather than members of a sentient humanoid race.&lt;br /&gt;
&lt;br /&gt;
* Average Primary Statistics: Age (adult=12, max=70), Hgt (18), Wgt (12)&lt;br /&gt;
* Standard Attribute Modifiers: Str (+2), Dex (+2), Will (-1), Mana (-2), Quick (-1)&lt;br /&gt;
* Standard Abilities and Disabilities: Absolute Direction (1), Acute Vision (4), Phobia: Claustrophobia (1), Law Abider (3)&lt;br /&gt;
* Skill Restrictions: None&lt;br /&gt;
* Reaction to Humans: (-2)&lt;br /&gt;
&lt;br /&gt;
==Inter-Racial Reaction Modifiers==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitables&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! !!Centaurs !! Dwarfs !! Elves !! Gnomes !! Halflings !! Ogres !! Orcs !! Trolls !! Winged Folk&lt;br /&gt;
|-&lt;br /&gt;
| Broos || -2 || -2 || -4 || -1 || 0 || -1 || -2 || -1 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Centaurs ||  || -2 || -2 || -1||  -1 || -3 || -4 || -4 || -2&lt;br /&gt;
|-&lt;br /&gt;
| Dwarves ||  ||  || -5 || 0 || 0 || -3 || -3 || -3 || -6&lt;br /&gt;
|-&lt;br /&gt;
| Elves ||  ||  ||  || -4 || -1 || -6 || -3 || -4 || -2&lt;br /&gt;
|-&lt;br /&gt;
| Gnomes ||  ||  ||  ||  || 0 || -2 || -2 || -2 || -5 || &lt;br /&gt;
|-&lt;br /&gt;
| Halflings ||  ||  ||  ||  ||  || -2 || -2 || -1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ogres ||  ||  ||  ||  ||  ||  || 0 || -1 || -6&lt;br /&gt;
|-&lt;br /&gt;
| Orcs ||  ||  ||  ||  ||  ||  ||  || -1 || -4&lt;br /&gt;
|-&lt;br /&gt;
| Trolls ||  ||  ||  ||  ||  ||  ||  ||  || -5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Secret&amp;diff=1762</id>
		<title>Secret</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Secret&amp;diff=1762"/>
		<updated>2021-02-28T21:38:19Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: Created page with &amp;quot;{| | Cost: | Variable. See table below for specifics. |- | style=&amp;quot;vertical-align:top;&amp;quot; | Description: | A Secret is some aspect of your past that you must keep hidden. Were it...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| Cost:&lt;br /&gt;
| Variable. See table below for specifics.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Description:&lt;br /&gt;
| A Secret is some aspect of your past that you must keep hidden. Were it made public, the information could harm your reputation, ruin your career, wreck your friendships, or even threaten your life.&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay:&lt;br /&gt;
| You must do all you can to keep you secret from getting out.&lt;br /&gt;
|}&lt;br /&gt;
CP value of your Secret:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1000px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | CP&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Repercussions if Revealed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| Serious Embarrassment. If this information gets around, you will lose the respect of those in decent, law-abiding society.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| Utter Rejection. If your Secret is discovered, your whole life will be changed. You will likely be shunned by all who know it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| Imprisonment or Exile. If the authorities ever find out, you&amp;#039;ll face a long prison term, excommunication, or similar punishment.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 30&lt;br /&gt;
| Possible Death. Your Secret is so terrible that you would likely be swiftly executed by the authorities or lynched by a mob. &lt;br /&gt;
|}&lt;br /&gt;
Notes about Secrets:&lt;br /&gt;
# When someone learns your Secret, they may not immediately make it public. You may become the target of blackmail or extortion, and you can, of course decide whether to give in to the extortion, recover or destroy the evidence against you, or try to eliminate the blackmailer. In most cases, this solution will only be a temporary respite. The Secret will appear again and again until you both use CP to buy off the Disadvantage &amp;lt;u&amp;gt;and&amp;lt;/u&amp;gt; perform some act to ensure the Secret is either well and truly safe, such as a public admission and act of contrition, destruction of all possible evidence, death of everyone who knows, etc.&lt;br /&gt;
# If your secret becomes widely known, you lose the secret and acquire new, permanent disadvantages worth the CP value of the original Secret. The new disadvantages must be appropriate to the Secret, and could include such things as gaining new Enemies, losing Rank, losing Wealth, etc. Work with the GM to determine appropriate disadvantages.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Example: As a young Constable, Chalky once accepted a bribe to let a beautiful young lady pay an unannounced visit to the local Count. Unfortunately, she turned out to be an assassin, who killed the Count and his wife. Today, Chalky is the town&amp;#039;s Captain of the Guard. In this situation, the GM judges that he&amp;#039;s not likely to be killed for his illegal act, but because revelation of his deed would certainly cost him a demotion and a hefty fine, it meets the criteria for a 20-CP Secret.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Acute_Smell_and_Taste&amp;diff=1761</id>
		<title>Acute Smell and Taste</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Acute_Smell_and_Taste&amp;diff=1761"/>
		<updated>2021-02-28T20:40:32Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: Created page with &amp;quot;{| |Cost: |5 CP/level |- | style=&amp;quot;vertical-align:top;&amp;quot; |Description: |Your senses of smell and taste are much more acute than that of the normal person. Food tastes much bette...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
|5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; |Description:&lt;br /&gt;
|Your senses of smell and taste are much more acute than that of the normal person. Food tastes much better or worse to you than to others. Also, your keen sense of smell can help you locate, track, or detect people or animals.&lt;br /&gt;
|-&lt;br /&gt;
|Gameplay:&lt;br /&gt;
|Each level adds 1 [[ Main Page | bonus die ]] to any Taste roll, or when trying to detect any being using a Stealth Skill to avoid detection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Valen is trying to hide from Molchan the orc in the woods. Valen has Stealth=4, so he rolls 4 dice to hide and gets 3 Ss. Molchan has Quick=5 and Acute Smell and Taste=4, so to see if he finds Valen, he rolls 9 dice (5 dice for Quick and 4 bonus dice for Acute Smell and Taste) and gets 5 Ss. He smiles, because although Molchan can&amp;#039;t see Valen at the moment, he can smell him, and that smell will lead him straight to his quarry&amp;#039;s hiding spot.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Masochism&amp;diff=1760</id>
		<title>Masochism</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Masochism&amp;diff=1760"/>
		<updated>2021-02-28T18:28:36Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
| You enjoy being hurt. Whenever you have a chance to be hurt, especially in a sexual situation, you will take it. &lt;br /&gt;
|-&lt;br /&gt;
|Gameplay:&lt;br /&gt;
|You also must make a Will roll (TN=5) to resist starting to eat when offered food. Once you&amp;#039;ve started eating, you must make a Will roll (TN=4) to stop.&lt;br /&gt;
|}&lt;br /&gt;
Common situational modifiers that can add or subtract levels to overcome your Gluttony:&lt;br /&gt;
* Amount of time since your last meal&lt;br /&gt;
* Availability of food and drink&lt;br /&gt;
* Conflicting requirements&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Bradley has Masochism=3 and Will=5. He enters a new town, and has nothing to do for several hours. It&amp;amp;#8217;s been a while since he has indulged his desire, and his hotel is next to a brothel, where he knows he can find someone willing to give him some pain. Because of the current state of affairs, the GM assigns a 2-level penalty to his Masochism (now=5) to avoid going to the brothel. Bradley rolls 5 dice for his Will, and gets 3 Ss, which is 3 fewer than the 6 Ss required to resist the temptation. Bradly is off to the brothel.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
After a few hours of happy agony, Bradley realizes that he has a conflicting appointment that it is vital he make. He has to make a Will roll to voluntarily stop the action. Because of the urgent appointment, the GM assigns 1 bonus level to Bradley&amp;amp;#8217;s Masochism (now=2) level. This time Bradley rolls badly on his Will roll, only achieving 2 Ss, again fewer than the number required, even though this time he only needed 3 Ss. Bradley ignores the time and his appointment, and instead continues indulging himself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Gluttony&amp;diff=1759</id>
		<title>Gluttony</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Gluttony&amp;diff=1759"/>
		<updated>2021-02-28T18:28:23Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You love to indulge in food and drink.&lt;br /&gt;
|-&lt;br /&gt;
| style=vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
|To avoid giving in to the desire for pain (or once the pain has started, to want it to stop) you must make a Will roll (TN=4). Every level of Masochism adds 1 [[Main Page| penalty die]] to [[Reaction Rolls|Reaction]] rolls if the other person knows your trait. If they do not, but later discover it, they suffer an immediate 2-level penalty to their current [[Reaction Rolls|chemistry]] level toward you. Note that masochism is generally considered to be somewhat worse then Sadism because you are hurting yourself or willingly putting yourself into a situation where you will be hurt. Masochism is generally related to sex.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Note that if you have this Disability, the greater the Will roll failure, the more urgent your need for painful satisfaction. Without a place in which to safely indulge your desire, you may resort to any action that will result in pain. At a low level of failure (-1 to -2 Ss), perhaps you start a fight with the biggest guy in the bar. At medium levels (-3 or -4 Ss), maybe you stick your hand in the campfire. At high levels of failure (-5 or -6 Ss), you might run in front of a charging horse. At extreme levels (-7+ Ss), throwing yourself down the stairs or out a window are possible.&lt;br /&gt;
|}&lt;br /&gt;
Common situational modifiers that can add or subtract levels to overcome your Masochism:&lt;br /&gt;
* Previous experience with person who sill be giving pain&lt;br /&gt;
* Amount of time since last Masochism Will failure&lt;br /&gt;
* Conflicting requirements&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Mac has Gluttony=3 and Will=5. At the moment, Mac in on his way to an important meeting he must attend; however, since the Midsummer Festival started today, food and drink are everywhere, and an enticing looking roast pig and potatoes kiosk has caught Mac&amp;#039;s eye. Given the conflicting draws on Mac&amp;#039;s attention, the GM assigns a 1-level penalty to his Gluttony (now=4), due to the enticing aroma of the food. Mac rolls 5 dice for his Will, and gets 3 Ss, which is 2 fewer than the 5 Ss required to resist the temptation. Mac chooses to make quick detour.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
After spending the next 15 minutes, engorging himself, Mac remembers his appointment. Because he has just eaten, and because the appointment really IS important, the GM gives Mac a 2-level bonus to his Gluttony (now=1). Mac rolls his 5 Will dice again, and this time gets 3 Ss, 1 more than the 2 Ss he needed to stop eating. Rubbing spilled gravy from his tunic, Mac pushes away his plate and hurries off to his meeting.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Gluttony&amp;diff=1758</id>
		<title>Gluttony</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Gluttony&amp;diff=1758"/>
		<updated>2021-02-28T18:27:40Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You love to indulge in food and drink.&lt;br /&gt;
|-&lt;br /&gt;
| style=vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
|To avoid giving in to the desire for pain (or once the pain has started, to want it to stop) you must make a Will roll (TN=4). Every level of Masochism adds 1 [[Main Page| penalty die]] to [[Reaction Rolls|Reaction]] rolls if the other person knows your trait. If they do not, but later discover it, they suffer an immediate 2-level penalty to their current [[Reaction Rolls|chemistry]] level toward you. Note that masochism is generally considered to be somewhat worse then Sadism because you are hurting yourself or willingly putting yourself into a situation where you will be hurt. Masochism is generally related to sex.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Note that if you have this Disability, the greater the Will roll failure, the more urgent your need for painful satisfaction. Without a place in which to safely indulge your desire, you may resort to any action that will result in pain. At a low level of failure (-1 to -2 Ss), perhaps you start a fight with the biggest guy in the bar. At medium levels (-3 or -4 Ss), maybe you stick your hand in the campfire. At high levels of failure (-5 or -6 Ss), you might run in front of a charging horse. At extreme levels (-7+ Ss), throwing yourself down the stairs or out a window are possible.&lt;br /&gt;
|}&lt;br /&gt;
Common situational modifiers that can add or subtract levels to overcome your Masochism:&lt;br /&gt;
* Previous experience with person who sill be giving pain&lt;br /&gt;
* Amount of time since last Masochism Will failure&lt;br /&gt;
* Conflicting requirements&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Mac has Gluttony=3 and Will=5. At the moment, Mac in on his way to an important meeting he must attend; however, since the Midsummer Festival started today, food and drink are everywhere, and an enticing looking roast pig and potatoes kiosk has caught Mac&amp;#039;s eye. Given the conflicting draws on Mac&amp;#039;s attention, the GM assigns a 1-level penalty to his Gluttony (now=4), due to the enticing aroma of the food. Mac rolls 5 dice for his Will, and gets 3 Ss, which is 2 fewer than the 5 Ss required to resist the temptation. Mac chooses to make quick detour.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After spending the next 15 minutes, engorging himself, Mac remembers his appointment. Because he has just eaten, and because the appointment really IS important, the GM gives Mac a 2-level bonus to his Gluttony (now=1). Mac rolls his 5 Will dice again, and this time gets 3 Ss, 1 more than the 2 Ss he needed to stop eating. Rubbing spilled gravy from his tunic, Mac pushes away his plate and hurries off to his meeting.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Masochism&amp;diff=1757</id>
		<title>Masochism</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Masochism&amp;diff=1757"/>
		<updated>2021-02-28T18:27:14Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
| You enjoy being hurt. Whenever you have a chance to be hurt, especially in a sexual situation, you will take it. &lt;br /&gt;
|-&lt;br /&gt;
|Gameplay:&lt;br /&gt;
|You also must make a Will roll (TN=5) to resist starting to eat when offered food. Once you&amp;#039;ve started eating, you must make a Will roll (TN=4) to stop.&lt;br /&gt;
|}&lt;br /&gt;
Common situational modifiers that can add or subtract levels to overcome your Gluttony:&lt;br /&gt;
* Amount of time since your last meal&lt;br /&gt;
* Availability of food and drink&lt;br /&gt;
* Conflicting requirements&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Bradley has Masochism=3 and Will=5. He enters a new town, and has nothing to do for several hours. It&amp;amp;#8217;s been a while since he has indulged his desire, and his hotel is next to a brothel, where he knows he can find someone willing to give him some pain. Because of the current state of affairs, the GM assigns a 2-level penalty to his Masochism (now=5) to avoid going to the brothel. Bradley rolls 5 dice for his Will, and gets 3 Ss, which is 3 fewer than the 6 Ss required to resist the temptation. Bradly is off to the brothel.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After a few hours of happy agony, Bradley realizes that he has a conflicting appointment that it is vital he make. He has to make a Will roll to voluntarily stop the action. Because of the urgent appointment, the GM assigns 1 bonus level to Bradley&amp;amp;#8217;s Masochism (now=2) level. This time Bradley rolls badly on his Will roll, only achieving 2 Ss, again fewer than the number required, even though this time he only needed 3 Ss. Bradley ignores the time and his appointment, and instead continues indulging himself.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Gluttony&amp;diff=1756</id>
		<title>Gluttony</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Gluttony&amp;diff=1756"/>
		<updated>2021-02-28T18:27:11Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: Created page with &amp;quot;{| |Cost: | -5 CP/level |- |Description: |You love to indulge in food and drink. |- | style=vertical-align:top;&amp;quot; | Gameplay: |To avoid giving in to the desire for pain (or onc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You love to indulge in food and drink.&lt;br /&gt;
|-&lt;br /&gt;
| style=vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
|To avoid giving in to the desire for pain (or once the pain has started, to want it to stop) you must make a Will roll (TN=4). Every level of Masochism adds 1 [[Main Page| penalty die]] to [[Reaction Rolls|Reaction]] rolls if the other person knows your trait. If they do not, but later discover it, they suffer an immediate 2-level penalty to their current [[Reaction Rolls|chemistry]] level toward you. Note that masochism is generally considered to be somewhat worse then Sadism because you are hurting yourself or willingly putting yourself into a situation where you will be hurt. Masochism is generally related to sex.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note that if you have this Disability, the greater the Will roll failure, the more urgent your need for painful satisfaction. Without a place in which to safely indulge your desire, you may resort to any action that will result in pain. At a low level of failure (-1 to -2 Ss), perhaps you start a fight with the biggest guy in the bar. At medium levels (-3 or -4 Ss), maybe you stick your hand in the campfire. At high levels of failure (-5 or -6 Ss), you might run in front of a charging horse. At extreme levels (-7+ Ss), throwing yourself down the stairs or out a window are possible.&lt;br /&gt;
|}&lt;br /&gt;
Common situational modifiers that can add or subtract levels to overcome your Masochism:&lt;br /&gt;
* Previous experience with person who sill be giving pain&lt;br /&gt;
* Amount of time since last Masochism Will failure&lt;br /&gt;
* Conflicting requirements&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Mac has Gluttony=3 and Will=5. At the moment, Mac in on his way to an important meeting he must attend; however, since the Midsummer Festival started today, food and drink are everywhere, and an enticing looking roast pig and potatoes kiosk has caught Mac&amp;#039;s eye. Given the conflicting draws on Mac&amp;#039;s attention, the GM assigns a 1-level penalty to his Gluttony (now=4), due to the enticing aroma of the food. Mac rolls 5 dice for his Will, and gets 3 Ss, which is 2 fewer than the 5 Ss required to resist the temptation. Mac chooses to make quick detour.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After spending the next 15 minutes, engorging himself, Mac remembers his appointment. Because he has just eaten, and because the appointment really IS important, the GM gives Mac a 2-level bonus to his Gluttony (now=1). Mac rolls his 5 Will dice again, and this time gets 3 Ss, 1 more than the 2 Ss he needed to stop eating. Rubbing spilled gravy from his tunic, Mac pushes away his plate and hurries off to his meeting.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Masochism&amp;diff=1755</id>
		<title>Masochism</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Masochism&amp;diff=1755"/>
		<updated>2021-02-28T18:25:13Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
| You enjoy being hurt. Whenever you have a chance to be hurt, especially in a sexual situation, you will take it. &lt;br /&gt;
|-&lt;br /&gt;
|Gameplay:&lt;br /&gt;
|You also must make a Will roll (TN=5) to resist starting to eat when offered food. Once you&amp;#039;ve started eating, you must make a Will roll (TN=4) to stop.&lt;br /&gt;
|}&lt;br /&gt;
Common situational modifiers that can add or subtract levels to overcome your Gluttony:&lt;br /&gt;
* Amount of time since your last meal&lt;br /&gt;
* Availability of food and drink&lt;br /&gt;
* Conflicting requirements&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Mac has Gluttony=3 and Will=5. At the moment, Mac in on his way to an important meeting he must attend; however, since the Midsummer Festival started today, food and drink are everywhere, and an enticing looking roast pig and potatoes kiosk has caught Mac&amp;#039;s eye. Given the conflicting draws on Mac&amp;#039;s attention, the GM assigns a 1-level penalty to his Gluttony (now=4), due to the enticing aroma of the food. Mac rolls 5 dice for his Will, and gets 3 Ss, which is 2 fewer than the 5 Ss required to resist the temptation. Mac chooses to make quick detour.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
After spending the next 15 minutes, engorging himself, Mac remembers his appointment. Because he has just eaten, and because the appointment really IS important, the GM gives Mac a 2-level bonus to his Gluttony (now=1). Mac rolls his 5 Will dice again, and this time gets 3 Ss, 1 more than the 2 Ss he needed to stop eating. Rubbing spilled gravy from his tunic, Mac pushes away his plate and hurries off to his meeting.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Magic_Resistance&amp;diff=1754</id>
		<title>Magic Resistance</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Magic_Resistance&amp;diff=1754"/>
		<updated>2021-02-28T18:08:04Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: Created page with &amp;quot;{| |Cost: |10 CP/level |- |Description: |You are affected by magical runes to a lesser degree than others. |- |Gameplay: |For each level, add 1 &amp;lt;u&amp;gt;bonus level&amp;lt;/u&amp;gt; to your resi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
|10 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You are affected by magical runes to a lesser degree than others.&lt;br /&gt;
|-&lt;br /&gt;
|Gameplay:&lt;br /&gt;
|For each level, add 1 &amp;lt;u&amp;gt;bonus level&amp;lt;/u&amp;gt; to your resistance roll (TN=5) when trying to resist the effects of magic.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Gilli has Con=5 and Magic Resistance=3. After a battle, she is badly wounded, so her erstwhile companion Loni the Healer casts a healing spell, getting 5 Ss. Since healing magic is resisted by the recipient&amp;#039;s Con, Gilli rolls 8 dice (5 dice for Con + 3 dice for Magic Resistance). Unfortunately, she gets 5 Ss, negating all effects of Loni&amp;#039;s healing spell.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Poison_Resistance&amp;diff=1753</id>
		<title>Poison Resistance</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Poison_Resistance&amp;diff=1753"/>
		<updated>2021-02-28T17:54:21Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: Created page with &amp;quot;{| |Cost: |10 CP/level |- |Description: |Your body is more resistant than average to the ravages of foreign substances. |- |Gameplay: |For each level, add 1 &amp;lt;u&amp;gt;bonus level&amp;lt;/u&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
|10 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|Your body is more resistant than average to the ravages of foreign substances.&lt;br /&gt;
|-&lt;br /&gt;
|Gameplay:&lt;br /&gt;
|For each level, add 1 &amp;lt;u&amp;gt;bonus level&amp;lt;/u&amp;gt; to your Con roll (TN=4) when trying to resist the effects of poisons, venoms, and toxins.&lt;br /&gt;
|}&lt;br /&gt;
Common situational modifiers that can add or subtract &amp;lt;u&amp;gt;levels&amp;lt;/u&amp;gt; to resist a poison:&lt;br /&gt;
* Level of toxicity&lt;br /&gt;
* Previous exposure&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Juliette has Con=6 and Poison Resistance=3. One day, she&amp;#039;s bitten by a venomous snake, one the GM has determined is toxic enough to warrant 2 [[ Main Page | penalty dice]] on the victim&amp;#039;s Con roll. So Juliette rolls 11 dice (6 dice for Con + 3 dice for Poison Resistance + 2 penalty dice for situational modifiers), and winds up with 6 Ss. The snake&amp;#039;s venom fails to kill her.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Characters&amp;diff=1752</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Characters&amp;diff=1752"/>
		<updated>2021-02-27T23:51:21Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In any role playing game, the character is the center of focus, the core of the game. You imagine yourself as someone else (or yourself) in a different world and time period. In Harath, characters are primarily defined by their Attributes, [[:Category:Abilities and Disabilities|Abilities and Disabilities]], and [[Skills]], which combine to make each character unique. Additionally, your character’s race and personality also play a large part. Your character’s race directly affects your Attributes, [[:Category:Abilities and Disabilities|Abilities and Disabilities]], and serves as a loose guide to your choice of [[Skills]]. However, you alone decide your character’s personality. You can be good or evil, devil-may-care or highly focused, introverted or extroverted, a drunk or a paragon of virtue, a hero or a villain — the choices are endless. So let’s get started!&lt;br /&gt;
&lt;br /&gt;
==Age==&lt;br /&gt;
The “unit of currency” for building a character in Harath is the Character Point (CP). At the start of the game, you begin with 1 CP for each month your character has been alive. You “spend” CP to “purchase” your Attributes, Abilities, Disabilities, and Skills. In other words, the older your character, the more skilled they can be. After the game begins, you earn CP at the steady rate of 1 CP/month during months your character is not adventuring. While your character is actively adventuring, the GM will award CP based on your game play – excellent role playing, clever problem solving, and creative use of your Skills and Abilities can earn you additional CP.&lt;br /&gt;
&lt;br /&gt;
==Gender==&lt;br /&gt;
Male or female, the choice is yours. Although females of all races tend to be shorter, lighter, and less strong than their male counterparts, because you choose your character’s height, weight, and strength, gender actually has no significant impact on character creation.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
Different [[Races]] have unique sets of Attribute modifiers, inherent Abilities and Disabilities, and Skill restrictions.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
In Harath, [[Attributes | Attributes]] are numerical representations of a person’s physical and mental capacity: how strong, durable, and flexible each is. The physical Attributes are Strength (Str), Constitution (Con), and Dexterity (Dex), while their equivalent mental Attributes are Will (Will), Mana (Mana), and Quickness (Quick). These Attributes must be purchased using CP.&lt;br /&gt;
&lt;br /&gt;
In addition to these six Attributes, your character also has numerous four [[Secondary Attributes]] that determine the character’s appearance. They are Age, Height, Weight, and Comeliness (attractiveness). You do not need to spend CP on these secondary attributes. They are free.&lt;br /&gt;
&lt;br /&gt;
The human average for Attributes is 5.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Disabilities==&lt;br /&gt;
[[:Category:Abilities and Disabilities|Abilities and Disabilities]] are your character’s inherent advantages and disadvantages. Many of them serve to supplement one or more of your character’s Attributes or Skills or somehow limit them. This is a reflection of the fact that most people are naturally good at some things and have to work twice as hard to get the hang of other things. Most Abilities and Disabilities are listed as having X points/level. This is the number of CP you must pay to get each level of an Advantage or that you will receive when you accept each level of a Disadvantage. The level indicates the strength of the ability, and generally equates to the number of Ss you need to receive when making a statistic roll.&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Disease_Resistance&amp;diff=1751</id>
		<title>Disease Resistance</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Disease_Resistance&amp;diff=1751"/>
		<updated>2021-02-27T19:54:51Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
|5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You get sick less frequently than other people.&lt;br /&gt;
|-&lt;br /&gt;
|Gameplay:&lt;br /&gt;
|For each level, add 1 &amp;lt;u&amp;gt;bonus level&amp;lt;/u&amp;gt; to your Con roll (TN=4) when trying to avoid getting sick.&lt;br /&gt;
|}&lt;br /&gt;
Common situational modifiers that can add or subtract &amp;lt;u&amp;gt;levels&amp;lt;/u&amp;gt; to resist a disease:&lt;br /&gt;
* Contagion rate&lt;br /&gt;
* Previous exposure&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Myrna has Con=5 and Disease Resistance=4. She wanders into an area suffering from a particularly virulent strain of Running Fever. The GM has determined that people trying to resist the disease have 2 penalty dice to their Con roll after 24 hours of exposure. At the end of Myra&amp;amp;#8217;s first day, she makes her Con roll. She rolls 11 dice (5 dice for Con + 4 dice for Disease Resistance + 2 bonus dice for situational modifiers), and winds up with 5 Ss. Myrna has successfully fought off infection on this day. Maybe tomorrow the disease will have better luck.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Attributes&amp;diff=1748</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Attributes&amp;diff=1748"/>
		<updated>2021-02-26T23:31:25Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: Jjschra moved page Attributes to Physical Attributes over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Physical Attributes]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Primary_Attributes&amp;diff=1745</id>
		<title>Primary Attributes</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Primary_Attributes&amp;diff=1745"/>
		<updated>2021-02-26T23:22:47Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: Jjschra moved page Attributes to Primary Attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are six Attributes. Between them, they give a pretty decent approximation of the character&amp;amp;#8217;s relative degree of Physical and Mental acumen. To give a decent approximation of what an Attribute rating means, consider the following chart (but note that this chart pertains to humans only; [[Races|other races]] vary):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 &lt;br /&gt;
| Stat is absent; this person must be a quadriplegic (Physical), comatose (Mental), or similar&lt;br /&gt;
|- &lt;br /&gt;
| 1 &lt;br /&gt;
| Incredibly feeble stat: This person must have a physical or mental dysfunction (deformity, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| 2 &lt;br /&gt;
| Exceptionally low stat: This person will definitely be the butt of jokes, and may be ostracized&lt;br /&gt;
|- &lt;br /&gt;
| 3 &lt;br /&gt;
| Very low stat: This person may be the butt of jokes if other stats don&amp;amp;#8217;t compensate&lt;br /&gt;
|- &lt;br /&gt;
| 4-6 &lt;br /&gt;
| 2/3 of all non-specialist NPC stats fall in in this range. 2/3 of those are 5&amp;amp;#8217;s. PCs and specialist NPCs should have most or all stats at or above this level&lt;br /&gt;
|- &lt;br /&gt;
|7 &lt;br /&gt;
| Very high stat: Specialist PCs should consider this a minimum primary stat (ex: Str for fighters)&lt;br /&gt;
|- &lt;br /&gt;
|8 &lt;br /&gt;
| Tremendous stat: This person can perform feats that amaze most folks&lt;br /&gt;
|- &lt;br /&gt;
|9 &lt;br /&gt;
| Superlative stat: Very rare stat. This person is honored for the things they can do&lt;br /&gt;
|- &lt;br /&gt;
| 10 &lt;br /&gt;
|  Olympic level stat, only the best in the world have this strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Physical Attributes==&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; (Str) is a rating of how strong you are. It affects the amount of weight you can lift and carry, the weapons you can use, the effect the equipment you carry has on your fatigue, the damage you do when fighting, and much more. Some examples:&lt;br /&gt;
#* Carry: For each Str point, you can carry 10 kg (2 Wgt) without penalty.&lt;br /&gt;
#* Clean and Jerk: For each Ss on a Str roll, you can lift 30kg&lt;br /&gt;
#* Snatch: For each Ss on a Str roll, you can lift 25kg.&lt;br /&gt;
#* Bench Press: For each Ss on a Str roll, you can lift 40kg.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Constitution&amp;#039;&amp;#039;&amp;#039; (Con) is a rating of how healthy you are. Use Con rolls when trying to combat diseases, fight off poisons, and recover from physical damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dexterity&amp;#039;&amp;#039;&amp;#039; (Dex) is a rating of how agile you are. Use Dex rolls to determine how quickly you move, how well you balance, and how fast you can react to certain events.&lt;br /&gt;
&lt;br /&gt;
==Mental Attributes==&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Will power&amp;#039;&amp;#039;&amp;#039; (Will) is a rating of how determined you are. Use Will rolls when trying to resist the effect of magic, to do Heroic feats, or do something that is generally against your nature.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Mana&amp;#039;&amp;#039;&amp;#039; (Mana) is a rating of how well you can concentrate. Use Mana rolls when trying to solve puzzles, stay alert for extended periods, or study written information.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Quickness&amp;#039;&amp;#039;&amp;#039; (Quick) is a rating of how well you process information. Use Quick rolls to determine how fast you cast spells or do mental calculations, or when trying to notice things that aren&amp;amp;#8217;t easy to see.&lt;br /&gt;
&lt;br /&gt;
==Skill and Attribute Costs==&lt;br /&gt;
To obtain Attributes, Abilities, Disabilities, and Skills, you must &amp;amp;#8220;pay&amp;amp;#8221; for them with CP, which are earned through time and game play. Attributes and Skills cost 1 CP/level. This cost is cumulative, meaning you must pay for level 1 before you can buy level 2, and so on. Therefore, to raise your Str from level 6 to level 7, you must pay 7 CP. When creating your character, however, you may wish to refer to the following chart to find the total number of CP it costs to obtain an Attribute or Skill at a particular level. The CP cost for Abilities and Disabilities is handled differently. See the [[:Category:Abilities and Disabilities|Abilities and Disabilities]] page for specifics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Level !! style=&amp;quot;text-align:center&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Level !! style=&amp;quot;text-align:center&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Level !! style=&amp;quot;text-align:center&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1 || style=&amp;quot;text-align:center&amp;quot; | 1 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6 || style=&amp;quot;text-align:center&amp;quot; | 21 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |  &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 11 || style=&amp;quot;text-align:center&amp;quot; | 66 &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2 || style=&amp;quot;text-align:center&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7 || style=&amp;quot;text-align:center&amp;quot; | 28 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 12 || style=&amp;quot;text-align:center&amp;quot; | 78 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3 || style=&amp;quot;text-align:center&amp;quot; | 6 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8 || style=&amp;quot;text-align:center&amp;quot; | 36 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 13 || style=&amp;quot;text-align:center&amp;quot; | 91 &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4 || style=&amp;quot;text-align:center&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9 || style=&amp;quot;text-align:center&amp;quot; | 45 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 14 || style=&amp;quot;text-align:center&amp;quot; | 105 &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5 || style=&amp;quot;text-align:center&amp;quot; | 15 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 10 || style=&amp;quot;text-align:center&amp;quot; | 55 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 15 || style=&amp;quot;text-align:center&amp;quot; | 120 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You are creating a new character. You want your character to be very strong, so you decide to give her a Str of 7. To do so, you have to spend 1 CP for level 1, 2 more for level 2, and so on. In all, 7 levels of Str cost 28 CP.&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Primary_Attributes&amp;diff=1743</id>
		<title>Primary Attributes</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Primary_Attributes&amp;diff=1743"/>
		<updated>2021-02-26T23:21:14Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: Jjschra moved page Physical Attributes to Attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are six Attributes. Between them, they give a pretty decent approximation of the character&amp;amp;#8217;s relative degree of Physical and Mental acumen. To give a decent approximation of what an Attribute rating means, consider the following chart (but note that this chart pertains to humans only; [[Races|other races]] vary):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level &lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 &lt;br /&gt;
| Stat is absent; this person must be a quadriplegic (Physical), comatose (Mental), or similar&lt;br /&gt;
|- &lt;br /&gt;
| 1 &lt;br /&gt;
| Incredibly feeble stat: This person must have a physical or mental dysfunction (deformity, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| 2 &lt;br /&gt;
| Exceptionally low stat: This person will definitely be the butt of jokes, and may be ostracized&lt;br /&gt;
|- &lt;br /&gt;
| 3 &lt;br /&gt;
| Very low stat: This person may be the butt of jokes if other stats don&amp;amp;#8217;t compensate&lt;br /&gt;
|- &lt;br /&gt;
| 4-6 &lt;br /&gt;
| 2/3 of all non-specialist NPC stats fall in in this range. 2/3 of those are 5&amp;amp;#8217;s. PCs and specialist NPCs should have most or all stats at or above this level&lt;br /&gt;
|- &lt;br /&gt;
|7 &lt;br /&gt;
| Very high stat: Specialist PCs should consider this a minimum primary stat (ex: Str for fighters)&lt;br /&gt;
|- &lt;br /&gt;
|8 &lt;br /&gt;
| Tremendous stat: This person can perform feats that amaze most folks&lt;br /&gt;
|- &lt;br /&gt;
|9 &lt;br /&gt;
| Superlative stat: Very rare stat. This person is honored for the things they can do&lt;br /&gt;
|- &lt;br /&gt;
| 10 &lt;br /&gt;
|  Olympic level stat, only the best in the world have this strength&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Physical Attributes==&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; (Str) is a rating of how strong you are. It affects the amount of weight you can lift and carry, the weapons you can use, the effect the equipment you carry has on your fatigue, the damage you do when fighting, and much more. Some examples:&lt;br /&gt;
#* Carry: For each Str point, you can carry 10 kg (2 Wgt) without penalty.&lt;br /&gt;
#* Clean and Jerk: For each Ss on a Str roll, you can lift 30kg&lt;br /&gt;
#* Snatch: For each Ss on a Str roll, you can lift 25kg.&lt;br /&gt;
#* Bench Press: For each Ss on a Str roll, you can lift 40kg.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Constitution&amp;#039;&amp;#039;&amp;#039; (Con) is a rating of how healthy you are. Use Con rolls when trying to combat diseases, fight off poisons, and recover from physical damage.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dexterity&amp;#039;&amp;#039;&amp;#039; (Dex) is a rating of how agile you are. Use Dex rolls to determine how quickly you move, how well you balance, and how fast you can react to certain events.&lt;br /&gt;
&lt;br /&gt;
==Mental Attributes==&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Will power&amp;#039;&amp;#039;&amp;#039; (Will) is a rating of how determined you are. Use Will rolls when trying to resist the effect of magic, to do Heroic feats, or do something that is generally against your nature.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Mana&amp;#039;&amp;#039;&amp;#039; (Mana) is a rating of how well you can concentrate. Use Mana rolls when trying to solve puzzles, stay alert for extended periods, or study written information.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Quickness&amp;#039;&amp;#039;&amp;#039; (Quick) is a rating of how well you process information. Use Quick rolls to determine how fast you cast spells or do mental calculations, or when trying to notice things that aren&amp;amp;#8217;t easy to see.&lt;br /&gt;
&lt;br /&gt;
==Skill and Attribute Costs==&lt;br /&gt;
To obtain Attributes, Abilities, Disabilities, and Skills, you must &amp;amp;#8220;pay&amp;amp;#8221; for them with CP, which are earned through time and game play. Attributes and Skills cost 1 CP/level. This cost is cumulative, meaning you must pay for level 1 before you can buy level 2, and so on. Therefore, to raise your Str from level 6 to level 7, you must pay 7 CP. When creating your character, however, you may wish to refer to the following chart to find the total number of CP it costs to obtain an Attribute or Skill at a particular level. The CP cost for Abilities and Disabilities is handled differently. See the [[:Category:Abilities and Disabilities|Abilities and Disabilities]] page for specifics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Level !! style=&amp;quot;text-align:center&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Level !! style=&amp;quot;text-align:center&amp;quot; | Cost&lt;br /&gt;
! style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Level !! style=&amp;quot;text-align:center&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 1 || style=&amp;quot;text-align:center&amp;quot; | 1 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 6 || style=&amp;quot;text-align:center&amp;quot; | 21 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |  &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 11 || style=&amp;quot;text-align:center&amp;quot; | 66 &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 2 || style=&amp;quot;text-align:center&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 7 || style=&amp;quot;text-align:center&amp;quot; | 28 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 12 || style=&amp;quot;text-align:center&amp;quot; | 78 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 3 || style=&amp;quot;text-align:center&amp;quot; | 6 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 8 || style=&amp;quot;text-align:center&amp;quot; | 36 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 13 || style=&amp;quot;text-align:center&amp;quot; | 91 &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 4 || style=&amp;quot;text-align:center&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 9 || style=&amp;quot;text-align:center&amp;quot; | 45 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 14 || style=&amp;quot;text-align:center&amp;quot; | 105 &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 5 || style=&amp;quot;text-align:center&amp;quot; | 15 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 10 || style=&amp;quot;text-align:center&amp;quot; | 55 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; |&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | 15 || style=&amp;quot;text-align:center&amp;quot; | 120 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You are creating a new character. You want your character to be very strong, so you decide to give her a Str of 7. To do so, you have to spend 1 CP for level 1, 2 more for level 2, and so on. In all, 7 levels of Str cost 28 CP.&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Races&amp;diff=1742</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Races&amp;diff=1742"/>
		<updated>2021-02-26T00:55:23Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Harath, there are eleven main character races: Broos, Centaurs, Dwarfs, Elves, Gnomes, Halflings, Humans, Ogres, Orcs, Trolls, and Winged Men. The rules are written using humans as the &amp;quot;average&amp;quot; race. No racial modifiers apply to humans. If you choose to play a character that is not human, certain racial modifiers automatically apply to your character. In addition, with GM permission, you can play any race you can dream up. For any race not listed here, you and the GM will have to agree on the racial modifiers that apply.&lt;br /&gt;
&lt;br /&gt;
Numbers in parentheses indicate the specific racial modifiers that apply. Here&amp;#039;s how to interpret them:&lt;br /&gt;
* For Attributes, Abilities, and Disabilities, the number modifies the level you obtain using CP.&lt;br /&gt;
** Example: You use 10 CP to get Str=4, but your halfling&amp;#039;s racial modifier is Str (-2), so you will actually play at Str=2. If you want your halfling to play at Str=4, you must use 21 CP to get Str=6. Conversely, your winged folk character has Str (+2), so if you use 10 CP to get Str=4, you will play at Str=6.&lt;br /&gt;
* For Secondary Statistics that you simply select, the number indicates the race&amp;#039;s average statistic.&lt;br /&gt;
** Example: Ogres have Hgt (+3), meaning that the average ogre is 3 taller than the average human. Since the human average Hgt=18, the average ogre Hgt=21.&lt;br /&gt;
* For secondary Statistics that you derive from the character&amp;amp;#8217;s Attributes, calculate the statistic in the usual way, then include the modifier.&lt;br /&gt;
** Example: You have Quick=5 and Dex=7, so your Reaction speed is 6. However, your gnome has Reaction (-1), so you will play with R=4.&lt;br /&gt;
* For Skills, the numbers indicate that the race automatically gets that level of the Skill without using CP to get it. You can purchase additional levels as if starting from level 1.&lt;br /&gt;
** Example: Centaurs have a racial modifier of Musical Ability (2). If you play a centaur, you need not pay any CP to get a Musical Ability=2. If you want your character to have Musical Ability=4, you only need to use 3 CP to get the additional 2 levels (that is, treat the CP expenditure as if you were getting levels 1 and 2, not levels 3 and 4, which would have expended 7 CP).&lt;br /&gt;
&lt;br /&gt;
[[Reaction Rolls|Reaction]] is a reflection of how well one person likes another on first meeting. The Reaction roll modifiers in this section indicate the relative feelings of humans toward each particular race. The chart at the bottom of the page provides information on how various races view each other, in general. For simplicity, the assumption that races view each other similarly - that is, if humans have R=(-6) towards broos, assume that broos similarly have a -6 toward humans.&lt;br /&gt;
&lt;br /&gt;
==Gender==&lt;br /&gt;
The gender (male or female) of your character is up to you. Since you choose your character&amp;amp;#8217;s Hgt, you can select any Hgt you want. There is no significant gameplay difference. That said, in the wider world, the standard female Hgt of any species is generally (-1) from the average males Hgt.&lt;br /&gt;
&lt;br /&gt;
==Broos==&lt;br /&gt;
[[File:Broo.jpg|border|140px|left]]&lt;br /&gt;
Broos are foul creatures. They tend to have tall, thin human bodies with antelope or deer heads. They never bathe, and though they are invulnerable to many of the diseases that afflict humans, they often carry and spread those same diseases. Because of this, as well as their tendency toward violent behavior - especially toward weaker creatures - they are typically shunned in human society. Broos are strong and tough, but are short-lived.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (+2), Con (+1), Mana (-2), Quick (-1)&lt;br /&gt;
* Abililties and Disabilities: Immunity to Poison (2), Immunity to Disease (2), Odious Personal Habit &amp;amp;#8211; Rubbing dung in hair (3), Sadism (3)&lt;br /&gt;
* Secondary Statistics: Age (-5), Hgt (+2, excluding antlers)&lt;br /&gt;
* Skills: No modifiers&lt;br /&gt;
* Reaction (-6)&lt;br /&gt;
&lt;br /&gt;
==Centaurs==&lt;br /&gt;
[[File:Centaur.png|border|250px|right]]&lt;br /&gt;
Centaurs have sleek, equine bodies with a tremendously strong human torso from the waist up where the horse&amp;amp;#8217;s neck and head would be. Centaurs are are strong, noble creatures that believe they are superior to all other sentient beings. Because of this, they are very intolerant of &amp;amp;#8220;inferior&amp;amp;#8221; races, an attitude that causes them to be in continual conflict (armed or unarmed) with most other races, who find them to be fierce warriors. Needless to say, they have a bad reputation amongst other sentient races. If you find yourself in the rare position of being on the good side of a centaur, you have a steadfast friend for life. Centaurs love of music and freedom. They generally live longer then humans.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (+3), Will (+1), Quick (-2), Mana (-2)&lt;br /&gt;
* Abililties and Disabilities: Berserk (3), Intolerance (1)&lt;br /&gt;
* Secondary Statistics: Age (-5), Hgt (-1), Wgt (+10)&lt;br /&gt;
* Skills: Musical Ability (2), Voice (2)&lt;br /&gt;
* Reaction (-1)&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
[[File:Dwarf.jpg|border|140px|left]]&lt;br /&gt;
Dwarves are short and muscular. They normally live underground due to their overriding fondness for things of the earth. They have a distrust of &amp;amp;#8220;surface dwellers&amp;amp;#8221;. They love jewels, gems, and all metals, precious and otherwise. Dwarves are incredibly strong and tenacious. They live for an average of 100 years, and tend to spend that time working hard and enjoying the toil of life.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (+3), Con (+2), Quick (-2) , Mana (-3)&lt;br /&gt;
* Abililties and Disabilities: Intolerance (2), Dark Vision (1), Miserliness (4), Stubbornness (2)&lt;br /&gt;
* Secondary Statistics: Hgt (-6)&lt;br /&gt;
* Skills: At least 30% of any dwarf&amp;amp;#8217;s CP must be placed into metal and/or jewel crafting Skills.&lt;br /&gt;
* Reaction (-3)&lt;br /&gt;
* Age: -30&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
[[File:Gnome.jpg|border|180px|right]]&lt;br /&gt;
Gnomes are shorter and slenderer than dwarves. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. The males prefer short, carefully trimmed beards, and all generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though the oldest can live almost 500 years. Gnomes speak their own language. Most gnomes who travel outside gnome lands are traders, tinkers, or warriors.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (+1), Con (+2), Quick (+2) , Mana (+1)&lt;br /&gt;
* Abililties and Disabilities: Intolerance (2), Dark Vision (1), Miserliness (4), Stubbornness (2)&lt;br /&gt;
* Secondary Statistics: Hgt (-9)&lt;br /&gt;
* Skills: At least 20% of any dwarf&amp;amp;#8217;s CP must be placed into metal and/or jewel crafting Skills.&lt;br /&gt;
* Reaction (-1)&lt;br /&gt;
* Age: -20&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
[[File:Elf.jpg|border|160px|left]]&lt;br /&gt;
Elves are tall, thin, joyful folk that never take life too seriously. They tend to enjoy frivolity and lighthearted diversions like poetry, music, and the arts. They are polar opposites to dwarves in most respects, except for in lifespan, which is similar. They rarely plan for the future, always seeming to live in the moment and embracing spur of the moment decisions.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (-3), Dex (+2), Mana (-1), Quick (+2)&lt;br /&gt;
* Abililties and Disabilities: Infravision (1), Intolerance (4), Impulsiveness (2)&lt;br /&gt;
* Secondary Statistics: Hgt (+1)&lt;br /&gt;
* Skills: At least 30% of any elf&amp;amp;#8217;s CP must be placed into the arts.&lt;br /&gt;
* Reaction (-4)&lt;br /&gt;
* Age: -30&lt;br /&gt;
&lt;br /&gt;
==Halflings==&lt;br /&gt;
[[File:Halfling.jpg|border|180px|right]]&lt;br /&gt;
Humans view halflings as a lazy people, although the races live together in relative peace. In fact, they are a very peaceful race that prefers to live in harmony with all living creatures. They tend toward the more relaxed aspects of life &amp;amp;#8211; eating, sleeping, watching the day go by. They are short, and although their lifestyle often leads to an excess of weight, can be very quick when they want to be. Halflings live a little longer than humans.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (-2), Con (+2), Dex (+3), Will (-2), Mana (-1)&lt;br /&gt;
* Abililties and Disabilities: Animal Empathy (1), Resistance to Magic (2), Gluttony (4), Pacifism (4)&lt;br /&gt;
* Secondary Statistics: Age (-5), Hgt (-8), Wgt (+2)&lt;br /&gt;
* Skills: None&lt;br /&gt;
* Reaction (-2)&lt;br /&gt;
==Ogres==&lt;br /&gt;
[[File:Ogre.png|border|210px|left]]&lt;br /&gt;
Ogres are a fierce race of beings whose diet almost exclusively includes uncooked flesh. There is no kind of meat they will not eat, including ogre flesh. Although they will eat any meat, they prize elvish, winged folk, and human flesh above all others. This preference, as you may well imagine, makes them very unpopular amongst populations. As a result, ogres go to great lengths to disguise themselves to prevent detection. They are tall, powerful, and tough. Ogres have a fairly short natural lifespan, though it is actually uncertain what that lifespan may be, as their lifestyle usually prevents them from dieing of natural causes.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (+5), Con (+1), Mana (-2), Quick (-2)&lt;br /&gt;
* Abililties and Disabilities: Deadly Secret (1), Odious Personal Habit &amp;amp;#8211; Cannibalism (3), Acute Taste/Smell (2), Acute Vision (2), Night Vision (1)&lt;br /&gt;
* Secondary Statistics: Age (+10), Hgt (+3), Reaction (-13 if known, 0 if not)&lt;br /&gt;
* Skills: None&lt;br /&gt;
* Reaction (-6 if known to be an ogre; none otherwise)&lt;br /&gt;
&lt;br /&gt;
==Orcs==&lt;br /&gt;
[[File:Orc.jpg|border|180px|right]]&lt;br /&gt;
Orcs are swarthy, bowlegged creatures devoid of any redeeming value, at least from the human standpoint. They are crude, crass, and boorish. They are dirty, disease-ridden, and eat anything, including other orcs. They love to dominate weaker creatures, but are themselves fairly readily dominated. They tend to be physically strong, but are weak-willed fighters. They are willing soldiers, but to field an orcan army without non-Orc leaders is to ask to be routed at the earliest opportunity. The average life span for an orc is just 30 years.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (+3), Con (+1), Dex (+1), Will (-2), Quick (-3)&lt;br /&gt;
* Abililties and Disabilities: Odious Personal Habit &amp;amp;#8211; Cannibalism (3), Sadism (3), Bullying (2), Cowardice (4), Darksense (1), Toughness (4), Acute Taste/Smell (4)&lt;br /&gt;
* Secondary Statistics: Age (+5), Hgt (-1)&lt;br /&gt;
* Skills: None&lt;br /&gt;
* Reaction (-8)&lt;br /&gt;
==Trolls==&lt;br /&gt;
[[File:Troll.jpg|border|220px|left]]&lt;br /&gt;
Trolls are tall, rangy creatures with huge appetites, preferring uncooked animals as a diet. They do not generally eat humanoids, but will if given an opportunity &amp;amp;#8211; they never turn down an easy meal. If they have one positive aspect, it is that they have never been known to eat other trolls. They are more comfortable in the dark, and are terribly strong. They are very hard to kill, which as given rise to the rumor that they can regenerate, but this is simply not true.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (+4), Dex (+2), Will (-2), Mana (-2), Quick (-2)&lt;br /&gt;
* Abililties and Disabilities: Odious Personal Habit &amp;amp;#8211; Eating Sentients (3), Acute Taste/Smell (2), High Pain Threshold (4)&lt;br /&gt;
* Secondary Statistics: Age (+5), Hgt (+4)&lt;br /&gt;
* Skills: None&lt;br /&gt;
* Reaction (-7)&lt;br /&gt;
&lt;br /&gt;
==Winged Folk==&lt;br /&gt;
[[File:WingedFolk.jpg|border|180px|right]]&lt;br /&gt;
Winged folk are creatures that are human in appearance, with the exception of the gigantic wings on their back. Their personalities are a mix of human and elf. They enjoy living their life, but do not approach it as frivolously as elves do. Winged folk enjoy the wide open spaces of mountain tops and the skies. Members of their race have been mistaken for both angels and devils.&lt;br /&gt;
&lt;br /&gt;
* Attributes: Str (+2), Dex (+2), Will (-1), Mana (-2), Quick (-1)&lt;br /&gt;
* Abililties and Disabilities: Acute Vision (4), Claustrophobia (1), Law Abiding (3)&lt;br /&gt;
* Secondary Statistics: Age (+10)&lt;br /&gt;
* Skills: Absolute Direction (1)&lt;br /&gt;
* Reaction (-2)&lt;br /&gt;
&lt;br /&gt;
==Inter-Racial Reaction Modifiers==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitables&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! !!Centaurs !! Dwarfs !! Elves !! Gnomes !! Halflings !! Ogres !! Orcs !! Trolls !! Winged Folk&lt;br /&gt;
|-&lt;br /&gt;
| Broos || -2 || -2 || -4 || 0 || -1 || -2 || -1 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Centaurs ||  || -2 || -2 || -1 || -3 || -4 || -4 || -2&lt;br /&gt;
|-&lt;br /&gt;
| Dwarves ||  ||  || -5 || 0 || -3 || -3 || -3 || -6&lt;br /&gt;
|-&lt;br /&gt;
| Elves ||  ||  ||  || -1 || -6 || -3 || -4 || -2&lt;br /&gt;
|-&lt;br /&gt;
| Gnomes ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Halflings ||  ||  ||  ||  || -2 || -2 || -1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ogres ||  ||  ||  ||  ||  || 0 || -1 || -6&lt;br /&gt;
|-&lt;br /&gt;
| Orcs ||  ||  ||  ||  ||  ||  || -1 || -4&lt;br /&gt;
|-&lt;br /&gt;
| Trolls ||  ||  ||  ||  ||  ||  ||  || -5&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Split_Personality&amp;diff=1741</id>
		<title>Split Personality</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Split_Personality&amp;diff=1741"/>
		<updated>2021-02-18T22:27:14Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| -10 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You have multiple personalities.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
|Each level means you have an additional personality, so at level 1 you have 2 personalities, at level 2 you have 3, etc. Although your personalities generally do not know the others exist, in some cases they DO know and may even interact. Even if they know and interact, it is probable that they do not know they are the same person.&lt;br /&gt;
|}&lt;br /&gt;
Each personality is a completely different person, meaning they could have a different gender, age, attributes, abilities, advantages, disadvantages, languages, skills, likes, dislikes, etc. than the original. Very few changes are off the table – in fact, a personality could even present as a different race, though that personality does NOT get the standard [[Races | racial modifiers]], which could be incredibly frustrating for that personality!&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The GM creates each additional personality, and must do so with enough depth to allow the player to fully pay that personality. Many alternate personalities won’t be adventurers at all, and all will have a different way of looking at the world than the original. Depending on its complexity, a personality may only require a simple personality outline or may need a complete character sheet. The GM and the player must figure that out between them.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
When you are put in a very stressful situation, you must make a Will roll (TN=4) to prevent a different personality from emerging. The number of Ss you must achieve to prevent the alternate personality from making an appearance is reflected on the chart below. If you fail that Will roll, the GM will select the personality that appears, and the player must immediately begin playing that personality. The GM selects whichever personality is the most appropriate to carry the story forward &amp;lt;i&amp;gt;from the GM’s point of view&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Multiple Personalities is a wide-reaching personality disorder that affects all aspects of your life. The GM must carefully consider how to handle day-to-day situations such as how others react when then discover your Disadvantage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:325px;&amp;quot;&lt;br /&gt;
! # of Personalities !! # Ss Required&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4+ || style=&amp;quot;text-align:center;&amp;quot; | 7 (+1/each extra)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Victoria is a skilled burglar with Will=5 and Multiple Personalities=4, so she has a total of 5 personalities. One day she is walking by herself in the woods and encounters a number of armed assailants. Because of the stressful situation, she must make a Will roll and achieve at least 8 Ss to avoid a personality shift. She rolls 5 dice (for Will) but only achieves 4 Ss. The GM will select which one of her alternate personalities will appear. Will it be Sylvia, the precocious 12-year old girl? Maybe Khur-Buraz, the one-legged, alcoholic orcish blacksmith? Possibly Grislina, the harp-playing tavern entertainer? No, in this case, the GM decides the best choice is Devin, the mid-powered fire mage. The brigands may be in for a surprise.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Split_Personality&amp;diff=1740</id>
		<title>Split Personality</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Split_Personality&amp;diff=1740"/>
		<updated>2021-02-18T22:26:27Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| -10 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You have multiple personalities.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
|Each level means you have an additional personality, so at level 1 you have 2 personalities, at level 2 you have 3, etc. Although your personalities generally do not know the others exist, in some cases they DO know and may even interact. Even if they know and interact, it is probable that they do not know they are the same person.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Each personality is a completely different person, meaning they could have a different gender, age, attributes, abilities, advantages, disadvantages, languages, skills, likes, dislikes, etc. than the original. Very few changes are off the table – in fact, a personality could even present as a different race, though that personality does NOT get the standard [[Races | racial modifiers]], which could be incredibly frustrating for that personality!&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The GM creates each additional personality, and must do so with enough depth to allow the player to fully pay that personality. Many alternate personalities won’t be adventurers at all, and all will have a different way of looking at the world than the original. Depending on its complexity, a personality may only require a simple personality outline or may need a complete character sheet. The GM and the player must figure that out between them.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
When you are put in a very stressful situation, you must make a Will roll (TN=4) to prevent a different personality from emerging. The number of Ss you must achieve to prevent the alternate personality from making an appearance is reflected on the chart below. If you fail that Will roll, the GM will select the personality that appears, and the player must immediately begin playing that personality. The GM selects whichever personality is the most appropriate to carry the story forward &amp;lt;i&amp;gt;from the GM’s point of view&amp;lt;/i&amp;gt;.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Multiple Personalities is a wide-reaching personality disorder that affects all aspects of your life. The GM must carefully consider how to handle day-to-day situations such as how others react when then discover your Disadvantage.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:325px;&amp;quot;&lt;br /&gt;
! # of Personalities !! # Ss Required&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || style=&amp;quot;text-align:center;&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4+ || style=&amp;quot;text-align:center;&amp;quot; | 7 (+1/each extra)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Victoria is a skilled burglar with Will=5 and Multiple Personalities=4, so she has a total of 5 personalities. One day she is walking by herself in the woods and encounters a number of armed assailants. Because of the stressful situation, she must make a Will roll and achieve at least 8 Ss to avoid a personality shift. She rolls 5 dice (for Will) but only achieves 4 Ss. The GM will select which one of her alternate personalities will appear. Will it be Sylvia, the precocious 12-year old girl? Maybe Khur-Buraz, the one-legged, alcoholic orcish blacksmith? Possibly Grislina, the harp-playing tavern entertainer? No, in this case, the GM decides the best choice is Devin, the mid-powered fire mage. The brigands may be in for a surprise.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Category:Abilities_and_Disabilities&amp;diff=1739</id>
		<title>Category:Abilities and Disabilities</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Category:Abilities_and_Disabilities&amp;diff=1739"/>
		<updated>2021-02-17T02:00:19Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Abilities and Disabilities are your character’s inherent advantages and disadvantages. They reflect unique aspects of your life, such as things that you are naturally good at or that you have to work very hard at to overcome. They can also provide insights into your background, and populate your present with people who can help or hinder you. &lt;br /&gt;
&lt;br /&gt;
Each Ability&amp;#039;s description includes an indication of how many CPs it &amp;quot;costs&amp;quot; to acquire it (for example: 5 CP/level). Strictly speaking, the more an Ability benefits you, the more CP you can expect it to cost. Disabilities, on the other hand, always have a negative cost in CP (for example: -5 CP/level). Thus, when you take a Disadvantage, you receive extra CP to spend on other things. Typically, the more a Disadvantage harms you, the more CP you gain to spend elsewhere.&lt;br /&gt;
&lt;br /&gt;
Abilities and Disabilities take many forms. The following list identifies some of the more common forms and provides examples of each. A complete list is at the bottom of the page (with links to full descriptions of each). &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Description !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | You have helpful associates most people can&amp;#039;t call on or unique obligations that could put you in harm&amp;#039;s way.&lt;br /&gt;
||A Contact is a skilled person who can help you when you are in need.&lt;br /&gt;
&amp;lt;br&amp;gt;A Dependent is a person who relies on you for protection.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | You have innate abilities or limitations the average person does not have.&lt;br /&gt;
||Acute Vision adds bonus dice to vision-based Skill checks.&lt;br /&gt;
&amp;lt;br&amp;gt;Bad Hearing adds penalty dice to listening-based Skill checks.&lt;br /&gt;
|-&lt;br /&gt;
| You are prone to certain anti-social behaviors. You can try to avoid such behavior by making an appropriate Attribute check, and receiving more Ss than your Disability level.&lt;br /&gt;
|| Absentminded people find it hard to remember important facts, though concentration helps. When trying to remember an important fact, if you have Mana=4 and Absentmindedness=3, you roll 4 dice (your Mana level). If you get at least 4 Ss (your Absentminded level+1), you can remember the fact in question (provided you can find a quiet place to concentrate for a sufficient length of time).&lt;br /&gt;
|}&lt;br /&gt;
An optional rule with the last category of Disabilities is for the GM to levy additional benefits or penalties for those who highly succeed or badly fail their Attribute check. The following chart explains this and provides some examples:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:1200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Attribute Check Result !! Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Less than or equal to the # of Ss needed || Failed Attribute roll. You must follow the dictates of the Disadvantage. The severity of your failure increases with each Success by which you fail your roll. Some examples follow:&lt;br /&gt;
* A Coward who fails their Mana roll by 1 Success simply refuses to participate in the dangerous activity.&lt;br /&gt;
* A Jealous person who fails their Will roll by 3 Ss may start planning how to embarrass the person they are jealous of.&lt;br /&gt;
* A Bad Tempered person who fails their Will roll by 5 Ss may initiate a violent, but unarmed attack. Additional levels of failure can add weapons to the mix.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | One more than the # of Ss needed || Successful Attribute roll. You can decide whether or not to succumb to the Disadvantage at this time.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | At least 2 more Ss than the # needed || You may receive an additional benefit. The degree to which you benefit increases with each additional Success. Some examples follow:&lt;br /&gt;
* A Bully with 1 extra Success may pretend to have not noticed the target.&lt;br /&gt;
* An Absentminded character with 3 extra Ss may remember what they are trying to remember much more quickly, may automatically remember more facts, or may gain some insight about the information – such as the 2 people who were ambushed in that very meeting place last week.&lt;br /&gt;
* A Kleptomaniac with 5 extra Ss on their weekly roll can avoid stealing things for next week, or can return a previously stolen item.&lt;br /&gt;
|}&lt;br /&gt;
Here are two examples of a Disadvantage in action:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Jeremy successfully rescued the princess from the clutches of the bandit king and has hidden her in a nearby abandoned barn. Unfortunately, a bandit approaches him to ask if Jeremy has any information about the whereabouts of the princess. Because Jeremy has the Honesty Disadvantage, he must make a Will roll (TN=4) in order to lie. Because he has Honesty=5, he must get at least 6 Ss on his Will roll or he will not be able to lie. He has Will=7, so he rolls 7 dice, getting 1, 1, 2, 4, 4, 5, 6. He rolls an extra die for rolling a 6, and winds up with a 3. Since he has only achieved 4 Ss, which is fewer than the 6 Ss he requires to lie, Jeremy must either tell the truth or say nothing. Unfortunately, either is likely to get him into trouble in this case.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Same situation, but this time Jeremy rolls better and gets 7 Ss, which is 1 more than the 6 Ss required. He can not only lie, but the GM allows the lie to have a slightly increased chance (1 bonus die) to fool the bandit. Let’s hope Jeremy continues to roll well.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
# At the GM&amp;#039;s discretion, many types of situational modifiers can effect the way in which a particular roll is conducted. For instance, in the example above, if Jeremy was deeply in love with the princess, the GM could have given Jeremy a bonus die or two on his Will roll. Conversely, if Jeremy has always hated the princess and rescuing her was just a job to him, the GM could have assigned one or two penalty dice to his roll. For more information on bonus and penalty dice, see the [[Main Page| Bonus and Penalty Dice]] section on the Main Page.&lt;br /&gt;
# Players can create their own Abilities and Disabilities if they wish and if the GM agrees. As a rough rule of thumb, if the Ability or Disability in question affects 5 or more Skills, it should be considered as +/- 5 CP/level. Otherwise, it should be considered as +/- 2 CP/level. Some Abilities and Disabilities add bonus or penalty dice to the Skill roll it affects, others actually give additional (or fewer) levels to the Skill levels they affect.&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Wealth&amp;diff=1738</id>
		<title>Wealth</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Wealth&amp;diff=1738"/>
		<updated>2021-02-15T22:14:11Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| Cost: ±5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You have significantly more or less wealth than other people at the same social strata as you.&lt;br /&gt;
|-&lt;br /&gt;
|Gameplay:&lt;br /&gt;
|Every level provides you with 25% more or less money than your peers.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Minnie&amp;#039;s wealthy father provides her a generous monthly stipend. In her social circle, that&amp;#039;s pretty typical. All of her friends are also rich and they receive allowances as well. The difference is that Minnie&amp;#039;s Wealth=4 means that she receives twice as much as they do.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Voice&amp;diff=1737</id>
		<title>Voice</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Voice&amp;diff=1737"/>
		<updated>2021-02-15T22:01:52Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
| 5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You have a very smooth and beautiful voice. &lt;br /&gt;
|-&lt;br /&gt;
|Gameplay:&lt;br /&gt;
|Each level adds 2 [[Main Page| bonus dice]] to any Singing roll (TN=4), and 1 bonus die to any Diplomacy, Politics, or Fast Talk rolls (TN=4).&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Neville the Bard has Voice=4 and Sing=6, which manifests though a very melodious tenor voice that people just love to listen to. One day his friend, Zenda the Thief asks him to distract a large crowd so she can sneak through the market square without alerting the guards. Happy to oblige, Neville starts to play his lute and sing, which he does by rolling 10 dice (6 for Sing + 4 bonus dice for Voice), and gets 8 Ss. The crowd is enraptured with his performance, and Zenda easily uses the cover to reach her goal. So far so good for Zenda ...&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Vengeful&amp;diff=1736</id>
		<title>Vengeful</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Vengeful&amp;diff=1736"/>
		<updated>2021-02-15T21:52:58Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Description:&lt;br /&gt;
| You are a vengeful person. Perceived slights or wrongs must be redressed. You firmly believe in the old adage &amp;amp;#8220;an eye for an eye.&amp;amp;#8221; This does not mean that every offense warrants corporal punishment. Rather, it means that you believe the punishment should suit the crime, and will always try to act on that principal. While you WILL get your revenge, it&amp;#039;s not important to do it quickly. In fact, some acts of vengeance may take many years to come to fruition. You likely also have Typically, you also have a Code of Honor that defines what is insulting to you.&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay:&lt;br /&gt;
| You must make a Will roll (TN=4) to resist the urge to mete out vengeance.&lt;br /&gt;
|}&lt;br /&gt;
Common situational modifiers that can add or subtract &amp;lt;u&amp;gt;levels&amp;lt;/u&amp;gt; to overcome your urge to take revenge:&lt;br /&gt;
* Type and level of perceived slight&lt;br /&gt;
* Impact to the slighted person&lt;br /&gt;
* Other Disadvantages such as Duty, Bad Temper, or Fanaticism.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Chandra has Vengeful=2 and Will=6. When she was 12 years old, three local girls were killed. It soon became clear that a local merchant named Thomas was the murderer. Thomas, however, was a close friend of the local Baron, who had Chandra&amp;#039;s father executed to protect Thomas. Chandra always loved her father very much, so the GM assigned a 4-level penalty to her Vengeful (now=6). She rolls 6 dice (for Will) and only gets 3 Ss. She failed her Will roll and pledges to take either the Baron&amp;#039;s or Thomas&amp;#039;s life in repayment for her father&amp;#039;s Since she is 12, she&amp;#039;ll need some time to formulate a good plan and develop the skills to carry it out, but carry it out she will, even it it takes years.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Unluckiness&amp;diff=1735</id>
		<title>Unluckiness</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Unluckiness&amp;diff=1735"/>
		<updated>2021-02-15T20:40:41Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost:&lt;br /&gt;
|5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
|Description:&lt;br /&gt;
|You have always had the worst luck.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
|Each level forces you to re-roll one die roll that resulted in a Success.  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Calamitous&amp;quot; Maeve, who has Unluckiness=5, is trying to read an ancient Elvish text. Although her initial [[Language Skills | Written Elvish ]] roll results in 4 Ss, Maeve&amp;#039;s extreme Unluckiness forces her to re-roll all 4 Successes. When she does, she gets only 2 Ss, so she understands the text very poorly, not understanding large portions at all and what she did &amp;quot;understand&amp;quot; may well contain quite a few mistakes.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Toughness&amp;diff=1734</id>
		<title>Toughness</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Toughness&amp;diff=1734"/>
		<updated>2021-02-15T20:20:14Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| Cost:&lt;br /&gt;
| 10 CP/level&lt;br /&gt;
|-&lt;br /&gt;
| Description:&lt;br /&gt;
| You are able to absorb damage much better than the average person. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
| Each level of Toughness adds 1 AP to your character&amp;amp;#8217;s [[Weapon Tables | Armor]].&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Max is expecting trouble, so he dons his favorite protective gear - a chainmail cuirass (7 AP) over a gambeson shirt (3 AP), for a total of 10 AP of armor protection. Max also has Toughness=4, so his total passive protective value is 10 + 4 = 14 AP, meaning that should he be hit in battle, the first 14 points of damage will be completely absorbed by his armor and natural defenses.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Stuttering&amp;diff=1733</id>
		<title>Stuttering</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Stuttering&amp;diff=1733"/>
		<updated>2021-02-14T21:28:19Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
| Description:&lt;br /&gt;
| You tend to repeat certain syllables over and over again. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
| All of your Skills that are based on verbal language are reduced 1 level for every level of this Disability. In a stressful situation the reduction doubles. The length of time it takes you to verbally pass on any messages is doubled, unless you are in a stressful situation, in which case the time is quadrupled. When meeting you, people take a [[Reaction Rolls | chemistry level ]] penalty of -1 for each level of Stuttering.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Luis has Stuttering=2, which significantly impacts his ability to verbally communicate. One day a guardsman stops Luis to question him about his recent actions. Luis knows he has done nothing wrong, but the stress of the situation causes him to Stutter worse than ever. The guardsman rolls his 8 [[Reaction Rolls | Reaction ]] dice and gets 5 Ss, then subtracts 2 (for Luis&amp;#039;s Stuttering level), and winds up with a chemistry level of 3 (Dislike). Between the Stuttering (which many people associate with guilt) and the guard&amp;#039;s dislike of Luis, the GM judges that to be sufficient for Luis to be taken in for further questioning.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Stubbornness&amp;diff=1731</id>
		<title>Stubbornness</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Stubbornness&amp;diff=1731"/>
		<updated>2021-02-13T18:23:05Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
| Description:&lt;br /&gt;
| You hate to admit you are wrong. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
| You always push your plan until it has been utterly rejected by every other party member or until you are personally convinced that it is not the best plan. Even when you do adopt another&amp;amp;#8217;s plan, you will never admit that yours was inferior. You agreed to the other plan not because it was better, but because it was the one everyone else wanted. Upon first discovering your Disadvantage, a person suffers a 1-point penalty to their [[Reaction Rolls | chemistry level]] for each level of your Stubbornness.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Mikal, a bodyguard by trade, has Stubbornness=3 and is well known for his thickheadedness. One day, he meets Klingmann, a mage who is looking for a traveling companion. Klingmann rolls 8 dice to establish his chemistry level toward Mikal and gets 5 Ss, then subtracts 3 points because he is aware of Mikal&amp;#039;s personality. The result is 2 (hatred). If there is any other option, it seems that Klingmann will not be hiring Mikal at this time.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Shyness&amp;diff=1730</id>
		<title>Shyness</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Shyness&amp;diff=1730"/>
		<updated>2021-02-12T22:35:47Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| Cost:&lt;br /&gt;
| -5 CP/level&lt;br /&gt;
|-&lt;br /&gt;
| Description:&lt;br /&gt;
| You are afraid of saying the wrong thing to others so you do not speak.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
| When confronted with new people you must make a Will roll (TN=4) to overcome your Shyness. If the other person is attractive, you must add their [[Reaction Rolls | Reaction]] bonus to your Shyness level.&lt;br /&gt;
|}&lt;br /&gt;
One special rule applies when you fail your Will roll: The GM &amp;lt;i&amp;gt;may&amp;lt;/i&amp;gt; assign a number of [[Reaction Rolls | bonus dice]] or [[Reaction Rolls | penalty dice]] to the other person&amp;amp;#8217;s Reaction roll to you. The number of dice assigned may not exceed the amount by which you missed your Will roll.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Jim has Shyness=5 and Will=6. He sees Darla, who is incredibly beautiful (Beauty=10, +4 Reaction bonus). He wants to speak to her, so he needs to make a Will roll. He rolls 6 dice (for Will) and only gets 5 Ss, 4 short of the 9 Ss he needed (5 for his Shyness + 4 for her beauty). Because Darla thinks Jim&amp;amp;#8217;s Shyness is &amp;amp;quot;cute&amp;amp;quot;, the GM decides to give Darla 2 bonus dice to her Reaction roll to Jim.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Rank&amp;diff=1729</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Rank&amp;diff=1729"/>
		<updated>2021-02-10T21:48:48Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost: &lt;br /&gt;
| -5 CP or 5 CP / level. See table below for specifics.&lt;br /&gt;
|-&lt;br /&gt;
| Description:&lt;br /&gt;
| You were born into a family in a higher or lower tier on the social scale than the average person - or you moved into your current tier later.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
| The GM determines the [[Ranks | Rank ]] the average PC holds at the beginning of the game. If you wish to begin the game at a lower rank, you get extra CP to spend during character creation. If you want to start at a higher rank, you pay for it with CP. A higher rank allows you to demand more rights and privileges than the ordinary person (or others may demand it for you or simply provide it without being asked). People are generally inclined to obey someone of a higher rank, even when they know the request is wrong, unethical, or illegal.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
When a person of higher rank demands something of a subordinate, if the other person does not want to satisfy the demand, both people must make a Will roll. The person who achieves the greater number of Ss gets their way, with the higher-ranking party winning ties. Your rank usually modifies your Will roll by giving you [[Main Page | penalty dice]] if you have a very low rank or extra levels and/or [[Main Page | bonus dice]] if you have high rank. See the table below for specifics.&lt;br /&gt;
|}&lt;br /&gt;
If the GM determines that the order in question is contrary to one or more of your morals, goals, etc. (as represented by your Advantages or Disadvantages), you receive bonus dice on your Will roll in addition to any you already received based on your Rank. Those bonus dice equal 1/level or 1/10 CP spent or received. Some examples follow:&lt;br /&gt;
* You have Pacifism=3 and are ordered to beat someone up. You receive 3 bonus dice.&lt;br /&gt;
* You have a 20-point Allegiance to a group that you are ordered to spy on. You receive 2 bonus dice.&lt;br /&gt;
* You have a 60-point Duty to protect the Sheriff of Grand Isle, and are ordered to kill him. You receive 6 bonus dice.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
* The CP cost on this table assumes the usual scenario, in which the typical PC starts the game at rank 1. For games with a different average starting rank, adjust the CP costs upward or downward as appropriate. This cost movement does not affect the penalty dice, bonus dice, or extra levels awarded to each rank. &lt;br /&gt;
* Penalty dice are marked with a negative number in the Bonus Dice column of the table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cost !! Extra Dice !! Bonus Dice &lt;br /&gt;
! style=&amp;quot;background-color:black;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! Level !! Cost !! Extra Levels !! Bonus Dice&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| -1 || -10 || 0 || -2  &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 8 || 35 || 5 || 1 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|  0 || -5 || 0 || 0 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|  9 || 40 || 6 || 0 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 1 || 0 || 0 || 2 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 10 || 45 || 6 || 2 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 2 || 5 || 1 || 1 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 11 || 50 || 7 || 1 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 3 || 10 || 2 || 0 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 12 || 55 || 8 || 0 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 4 || 15 || 2 || 2 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 13 || 60 || 8 || 2 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 5 || 20 || 3 || 1 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 14 || 65 || 9 || 1 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 6 || 25 || 4 || 0 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 15 || 70 || 10 || 0&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 7 || 30 || 4 || 2 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 16 || 75 || 10 || 2 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Count Firman (Rank=8, Will=4) orders Melvin, a common soldier (Rank=1, Will=6) in the Count&amp;#039;s employ, to poison the Baron D&amp;#039;Illar, the Count&amp;#039;s main court rival. Unbeknownst to the Count, the Baron is also a Contact (worth 20 CP) of Melvin&amp;#039;s. Melvin obviously doesn&amp;#039;t want to poison his contact, so both make a Will roll. The Count rolls 10 dice (4 for Will + 5 extra levels &amp;amp; 1 bonus die for his rank), and gets 7 Ss. Melvin also rolls 10 dice (6 for his Will + 2 bonus dice for his rank + 2 bonus dice for the situational modifier), and also gets 7 Ss. It&amp;#039;s a tie, but since the higher-ranking person wins ties, the Count wins this battle and Melvin must try his best to poison his own Contact.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Rank&amp;diff=1728</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Rank&amp;diff=1728"/>
		<updated>2021-02-10T21:47:54Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost: &lt;br /&gt;
| -5 CP or 5 CP / level. See table below for specifics.&lt;br /&gt;
|-&lt;br /&gt;
| Description:&lt;br /&gt;
| You were born into a family in a higher or lower tier on the social scale than the average person - or you moved into your current tier later.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
| The GM determines the [[Ranks | Rank ]] the average PC holds at the beginning of the game. If you wish to begin the game at a lower rank, you get extra CP to spend during character creation. If you want to start at a higher rank, you pay for it with CP. A higher rank allows you to demand more rights and privileges than the ordinary person (or others may demand it for you or simply provide it without being asked). People are generally inclined to obey someone of a higher rank, even when they know the request is wrong, unethical, or illegal.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
When a person of higher rank demands something of a subordinate, if the other person does not want to satisfy the demand, both people must make a Will roll. The person who achieves the greater number of Ss gets their way, with the higher-ranking party winning ties. Your rank usually modifies your Will roll by giving you [[Main Page | penalty dice]] if you have a very low rank or extra levels and/or [[Main Page | bonus dice]] if you have high rank. See the table below for specifics.&lt;br /&gt;
|}&lt;br /&gt;
If the GM determines that the order in question is contrary to one or more of your morals, goals, etc. (as represented by your Advantages or Disadvantages), you receive bonus dice on your Will roll in addition to any you already received based on your Rank. Those bonus dice equal 1/level or 1/10 CP spent or received. Some examples follow:&lt;br /&gt;
* You have Pacifism=3 and are ordered to beat someone up. You receive 3 bonus dice.&lt;br /&gt;
* You have a 20-point Allegiance to a group that you are ordered to spy on. You receive 2 bonus dice.&lt;br /&gt;
* You have a 60-point Duty to protect the Sheriff of Grand Isle, and are ordered to kill him. You receive 6 bonus dice.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
* The CP cost on this table assumes the usual scenario, in which the typical PC starts the game at rank 1. For games with a different average starting rank, adjust the CP costs upward or downward as appropriate. This cost movement does not affect the penalty dice, bonus dice, or extra levels awarded to each rank. &lt;br /&gt;
* Penalty dice are marked with a negative number in the Bonus Dice column of the table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cost !! Extra Dice !! Bonus Dice &lt;br /&gt;
! style=&amp;quot;background-color:black;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! Level !! Cost !! Extra Levels !! Bonus Dice&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| -1 || -10 || 0 || -2  &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 8 || 35 || 5 || 1 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|  0 || -5 || 0 || 0 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|  9 || 40 || 6 || 0 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 1 || 0 || 0 || 2 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 10 || 45 || 6 || 2 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 2 || 5 || 1 || 1 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 11 || 50 || 7 || 1 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 3 || 10 || 2 || 0 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 12 || 55 || 8 || 0 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 4 || 15 || 2 || 2 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 13 || 60 || 8 || 2 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 5 || 20 || 3 || 1 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 14 || 65 || 9 || 1 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 6 || 25 || 4 || 0 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 15 || 70 || 10 || 0&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 7 || 30 || 4 || 2 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 16 || 75 || 10 || 2 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Count Firman (Rank=8, Will=4) orders Melvin (Will=6), a common soldier (Rank=1) in the Count&amp;#039;s employ, to poison the Baron D&amp;#039;Illar, the Count&amp;#039;s main court rival. Unbeknownst to the Count, the Baron is also a Contact (worth 20 CP) of Melvin&amp;#039;s. Melvin obviously doesn&amp;#039;t want to poison his contact, so both make a Will roll. The Count rolls 10 dice (4 for Will + 5 extra levels &amp;amp; 1 bonus die for his rank), and gets 7 Ss. Melvin also rolls 10 dice (6 for his Will + 2 bonus dice for his rank + 2 bonus dice for the situational modifier), and also gets 7 Ss. It&amp;#039;s a tie, but since the higher-ranking person wins ties, the Count wins this battle and Melvin must try his best to poison his own Contact.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
	<entry>
		<id>https://seinc.org/mediawiki/index.php?title=Rank&amp;diff=1727</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://seinc.org/mediawiki/index.php?title=Rank&amp;diff=1727"/>
		<updated>2021-02-10T21:35:22Z</updated>

		<summary type="html">&lt;p&gt;Jjschra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|Cost: &lt;br /&gt;
| -5 CP or 5 CP / level. See table below for specifics.&lt;br /&gt;
|-&lt;br /&gt;
| Description:&lt;br /&gt;
| You were born into a family in a higher or lower tier on the social scale than the average person - or you moved into your current tier later.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot; | Gameplay:&lt;br /&gt;
| The GM determines the [[Ranks | Rank ]] the average PC holds at the beginning of the game. If you wish to begin the game at a lower rank, you get extra CP to spend during character creation. If you want to start at a higher rank, you pay for it with CP. A higher rank allows you to demand more rights and privileges than the ordinary person (or others may demand it for you or simply provide it without being asked). People are generally inclined to obey someone of a higher rank, even when they know the request is wrong, unethical, or illegal.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
When a person of higher rank demands something of a subordinate, if the other person does not want to satisfy the demand, both people must make a Will roll. The person who achieves the greater number of Ss gets their way, with the higher-ranking party winning ties. Your rank usually modifies your Will roll by giving you [[Main Page | penalty dice]] if you have a very low rank or extra levels and/or [[Main Page | bonus dice]] if you have high rank. See the table below for specifics.&lt;br /&gt;
|}&lt;br /&gt;
If the GM determines that the order in question is contrary to one or more of your morals, goals, etc. (as represented by your Advantages or Disadvantages), you receive bonus dice on your Will roll in addition to any you already received based on your Rank. Those bonus dice equal 1/level or 1/10 CP spent or received. Some examples follow:&lt;br /&gt;
* You have Pacifism=3 and are ordered to beat someone up. You receive 3 bonus dice.&lt;br /&gt;
* You have a 20-point Allegiance to a group that you are ordered to spy on. You receive 2 bonus dice.&lt;br /&gt;
* You have a 60-point Duty to protect the Sheriff of Grand Isle, and are ordered to kill him. You receive 6 bonus dice.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
* The CP cost on this table assumes the usual scenario, in which the typical PC starts the game at rank 1. For games with a different average starting rank, adjust the CP costs upward or downward as appropriate. This cost movement does not affect the penalty dice, bonus dice, or extra levels awarded to each rank. &lt;br /&gt;
* Penalty dice are marked with a negative number in the Bonus Dice column of the table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Cost !! Bonus Dice !! Extra Dice &lt;br /&gt;
! style=&amp;quot;background-color:black;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! Level !! Cost !! Extra Levels !! Bonus Dice&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| -1 || -10 || 0 || -2  &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 8 || 35 || 5 || 1 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|  0 || -5 || 0 || 0 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|  9 || 40 || 6 || 0 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 1 || 0 || 0 || 2 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 10 || 45 || 6 || 2 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 2 || 5 || 1 || 1 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 11 || 50 || 7 || 1 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 3 || 10 || 2 || 0 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 12 || 55 || 8 || 0 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 4 || 15 || 2 || 2 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 13 || 60 || 8 || 2 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 5 || 20 || 3 || 1 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 14 || 65 || 9 || 1 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 6 || 25 || 4 || 0 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 15 || 70 || 10 || 0&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 7 || 30 || 4 || 2 &lt;br /&gt;
| style=&amp;quot;background-color:black&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| 16 || 75 || 10 || 2 &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Example to come...&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Abilities and Disabilities]]&lt;/div&gt;</summary>
		<author><name>Jjschra</name></author>
	</entry>
</feed>