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	<id>https://wiki.wolfgang.us.to/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jhwblender</id>
	<title>Wolfgang&#039;s Whole Enchilada - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wolfgang.us.to/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jhwblender"/>
	<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php/Special:Contributions/Jhwblender"/>
	<updated>2026-04-07T21:48:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Stop&amp;diff=888</id>
		<title>Stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Stop&amp;diff=888"/>
		<updated>2025-05-04T04:44:51Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;Stop&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(v)&#039;&#039; When the distance between a chosen point on one object and a chosen point on another object remains unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(n)&#039;&#039; A condition characterized by the distance between a point on an object and a fixed point in its environment remaining unchanged.&lt;br /&gt;
&lt;br /&gt;
[[The True Dictionary|&amp;lt;-- Back]]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Stop&amp;diff=887</id>
		<title>Stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Stop&amp;diff=887"/>
		<updated>2025-05-04T04:43:56Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: Created page with &amp;quot;&amp;lt;big&amp;gt;Stop&amp;lt;/big&amp;gt;  &amp;#039;&amp;#039;(v)&amp;#039;&amp;#039; When the distance between a chosen point on one object and a chosen point on another object remains unchanged.  &amp;#039;&amp;#039;(n)&amp;#039;&amp;#039; A condition characterized by the distance between a point on an object and a fixed point in its environment remaining unchanged.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;Stop&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(v)&#039;&#039; When the distance between a chosen point on one object and a chosen point on another object remains unchanged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(n)&#039;&#039; A condition characterized by the distance between a point on an object and a fixed point in its environment remaining unchanged.&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=886</id>
		<title>The True Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=886"/>
		<updated>2025-05-04T04:33:26Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This dictionary is an attempt to capture meanings in a more correct form than what current dictionaires offer.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
To improve upon the current definition of a word, the following exercise must be performed in no particular order with one or more people in a discussion.&lt;br /&gt;
&lt;br /&gt;
* Think of (an) example(s) when the word would be used.&lt;br /&gt;
* Propose a definition*.&lt;br /&gt;
* Attempt to use one of the example(s) to counter the proposed definition.&lt;br /&gt;
* Revise the definition from the counter-example or counter the counter-example.&lt;br /&gt;
&lt;br /&gt;
This process will never terminate nor will the definition ever be perfect. But through this exercise the encapsulated meaning of the word will grow ever closer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Examples do not belong in a definition: never include examples in a definition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Words ==&lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
=== B ===&lt;br /&gt;
&lt;br /&gt;
=== C ===&lt;br /&gt;
[[Computer]]&lt;br /&gt;
&lt;br /&gt;
[[Contest]]&lt;br /&gt;
&lt;br /&gt;
[[Cute]]&lt;br /&gt;
&lt;br /&gt;
=== D ===&lt;br /&gt;
&lt;br /&gt;
=== E ===&lt;br /&gt;
[[Entertainment]]&lt;br /&gt;
&lt;br /&gt;
=== F ===&lt;br /&gt;
[[Farm]]&lt;br /&gt;
&lt;br /&gt;
[[Fluke]]&lt;br /&gt;
&lt;br /&gt;
[[Freedom]]&lt;br /&gt;
&lt;br /&gt;
=== G ===&lt;br /&gt;
[[Gambling]]&lt;br /&gt;
&lt;br /&gt;
[[Game]]&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
[[Hero]]&lt;br /&gt;
&lt;br /&gt;
=== I ===&lt;br /&gt;
&lt;br /&gt;
=== J ===&lt;br /&gt;
&lt;br /&gt;
=== K ===&lt;br /&gt;
&lt;br /&gt;
=== L ===&lt;br /&gt;
&lt;br /&gt;
=== M ===&lt;br /&gt;
&lt;br /&gt;
=== N ===&lt;br /&gt;
&lt;br /&gt;
=== O ===&lt;br /&gt;
&lt;br /&gt;
=== P ===&lt;br /&gt;
&lt;br /&gt;
=== Q ===&lt;br /&gt;
&lt;br /&gt;
=== R ===&lt;br /&gt;
[[Rich]]&lt;br /&gt;
&lt;br /&gt;
[[Robot]]&lt;br /&gt;
&lt;br /&gt;
=== S ===&lt;br /&gt;
[[Stop]]&lt;br /&gt;
&lt;br /&gt;
=== T ===&lt;br /&gt;
&lt;br /&gt;
=== U ===&lt;br /&gt;
&lt;br /&gt;
=== V ===&lt;br /&gt;
&lt;br /&gt;
=== W ===&lt;br /&gt;
&lt;br /&gt;
=== X ===&lt;br /&gt;
&lt;br /&gt;
=== Y ===&lt;br /&gt;
&lt;br /&gt;
=== Z ===&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=885</id>
		<title>The True Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=885"/>
		<updated>2025-05-04T04:32:45Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This dictionary is an attempt to capture meanings in a more correct form than what current dictionaires offer.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
To improve upon the current definition of a word, the following exercise must be performed in no particular order with one or more people in a discussion.&lt;br /&gt;
&lt;br /&gt;
* Think of (an) example(s) when the word would be used.&lt;br /&gt;
* Propose a definition*.&lt;br /&gt;
* Attempt to use one of the example(s) to counter the proposed definition.&lt;br /&gt;
* Revise the definition from the counter-example or counter the counter-example.&lt;br /&gt;
&lt;br /&gt;
This process will never terminate nor will the definition ever be perfect. But through this exercise the encapsulated meaning of the word will grow ever closer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Examples do not belong in a definition: never include examples in a definition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Words ==&lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
=== B ===&lt;br /&gt;
&lt;br /&gt;
=== C ===&lt;br /&gt;
[[Computer]]&lt;br /&gt;
&lt;br /&gt;
[[Contest]]&lt;br /&gt;
&lt;br /&gt;
[[Cute]]&lt;br /&gt;
&lt;br /&gt;
=== D ===&lt;br /&gt;
&lt;br /&gt;
=== E ===&lt;br /&gt;
[[Entertainment]]&lt;br /&gt;
&lt;br /&gt;
=== F ===&lt;br /&gt;
[[Farm]]&lt;br /&gt;
&lt;br /&gt;
[[Fluke]]&lt;br /&gt;
&lt;br /&gt;
[[Freedom]]&lt;br /&gt;
&lt;br /&gt;
=== G ===&lt;br /&gt;
[[Gambling]]&lt;br /&gt;
&lt;br /&gt;
[[Game]]&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
[[Hero]]&lt;br /&gt;
&lt;br /&gt;
=== I ===&lt;br /&gt;
&lt;br /&gt;
=== J ===&lt;br /&gt;
&lt;br /&gt;
=== K ===&lt;br /&gt;
&lt;br /&gt;
=== L ===&lt;br /&gt;
&lt;br /&gt;
=== M ===&lt;br /&gt;
&lt;br /&gt;
=== N ===&lt;br /&gt;
&lt;br /&gt;
=== O ===&lt;br /&gt;
&lt;br /&gt;
=== P ===&lt;br /&gt;
&lt;br /&gt;
=== Q ===&lt;br /&gt;
&lt;br /&gt;
=== R ===&lt;br /&gt;
[[Rich]]&lt;br /&gt;
&lt;br /&gt;
[[Robot]]&lt;br /&gt;
&lt;br /&gt;
=== S ===&lt;br /&gt;
[[Stopped|Stop]]&lt;br /&gt;
&lt;br /&gt;
=== T ===&lt;br /&gt;
&lt;br /&gt;
=== U ===&lt;br /&gt;
&lt;br /&gt;
=== V ===&lt;br /&gt;
&lt;br /&gt;
=== W ===&lt;br /&gt;
&lt;br /&gt;
=== X ===&lt;br /&gt;
&lt;br /&gt;
=== Y ===&lt;br /&gt;
&lt;br /&gt;
=== Z ===&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Robot&amp;diff=884</id>
		<title>Robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Robot&amp;diff=884"/>
		<updated>2025-05-04T04:11:46Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: Created page with &amp;quot;&amp;lt;big&amp;gt;Robot&amp;lt;/big&amp;gt;  &amp;#039;&amp;#039;(n)&amp;#039;&amp;#039; A machine that autonomously performs physical actions under computer control, and is either mobile and responsive to sensed conditions, or capable of executing a variety of tasks through reprogramming.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;Robot&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(n)&#039;&#039; A machine that autonomously performs physical actions under computer control, and is either mobile and responsive to sensed conditions, or capable of executing a variety of tasks through reprogramming.&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Lucenforge_Game_Engine_Documentation&amp;diff=883</id>
		<title>Lucenforge Game Engine Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Lucenforge_Game_Engine_Documentation&amp;diff=883"/>
		<updated>2025-04-26T04:34:06Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Installation ==&lt;br /&gt;
&lt;br /&gt;
# Go to the [https://github.com/jhwblender/lucenforge_java_engine Lucenforge Game Engine Github]&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== File Structure ===&lt;br /&gt;
&lt;br /&gt;
==== Resources ====&lt;br /&gt;
For all the resources listed; Feel free to copy everything that&#039;s in the resources file in the github&lt;br /&gt;
&lt;br /&gt;
* In your Java project, ensure there is a folder named &#039;&#039;resources&#039;&#039; under &#039;&#039;src →main&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Window Icon&#039;&#039;&#039;: in the resources folder, place your logo/icon in &#039;&#039;png&#039;&#039; format in the resources folder under the name &#039;&#039;icon.png&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shader files&#039;&#039;&#039;: in the resources folder, make a directory called &#039;&#039;shaders&#039;&#039;. These will contain your .glsl (GL Shader Language) files&lt;br /&gt;
** For the vertex shader file, give it a name and end it with &#039;&#039;.vert.glsl&#039;&#039; (ex. &#039;&#039;myShader.vert.glsl&#039;&#039;)&lt;br /&gt;
** For the fragment shader file, give it a name and end it with &#039;&#039;.frag.glsl&#039;&#039; (ex. &#039;&#039;myShader.frag.glsl&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Properties&#039;&#039;&#039;: in the resources folder, make a &#039;&#039;properties.ini&#039;&#039;. Within this file will be all the properties the engine will read&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Lucenforge_Game_Engine_Documentation&amp;diff=882</id>
		<title>Lucenforge Game Engine Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Lucenforge_Game_Engine_Documentation&amp;diff=882"/>
		<updated>2025-04-25T13:45:47Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: Created page with &amp;quot;== Installation ==  # Go to the [https://github.com/jhwblender/lucenforge_java_engine Lucenforge Game Engine Github]  == Getting Started ==  === File Structure ===  ==== Resources ==== In your Java project, ensure there is a folder named &amp;#039;&amp;#039;resources&amp;#039;&amp;#039; under &amp;#039;&amp;#039;src →main&amp;#039;&amp;#039;  ==== Window Icon ==== in the resources folder, place your logo/icon in &amp;#039;&amp;#039;png&amp;#039;&amp;#039; format in the resources folder under the name &amp;#039;&amp;#039;icon.png&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Installation ==&lt;br /&gt;
&lt;br /&gt;
# Go to the [https://github.com/jhwblender/lucenforge_java_engine Lucenforge Game Engine Github]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== File Structure ===&lt;br /&gt;
&lt;br /&gt;
==== Resources ====&lt;br /&gt;
In your Java project, ensure there is a folder named &#039;&#039;resources&#039;&#039; under &#039;&#039;src →main&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Window Icon ====&lt;br /&gt;
in the resources folder, place your logo/icon in &#039;&#039;png&#039;&#039; format in the resources folder under the name &#039;&#039;icon.png&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Welcome_to_Wolfgang%27s_Whole_Enchilada!&amp;diff=881</id>
		<title>Welcome to Wolfgang&#039;s Whole Enchilada!</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Welcome_to_Wolfgang%27s_Whole_Enchilada!&amp;diff=881"/>
		<updated>2025-04-25T04:22:35Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Everyone! You&#039;ve reached Wolfgang&#039;s Whole Enchilada!&lt;br /&gt;
&lt;br /&gt;
Navigate around and check out the following main sections:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[Wolfgang Comic Commentary|Wolfgang&#039;s Adventures Commentary]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[Cogent Campaigns]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[The True Dictionary]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[Lucenforge Game Engine Documentation]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Wood Family:Home|Wood Family Home]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=255</id>
		<title>The True Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=255"/>
		<updated>2023-08-25T17:08:00Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This dictionary is an attempt to capture meanings in a more correct form than what current dictionaires offer.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
To improve upon the current definition of a word, the following exercise must be performed in no particular order with one or more people in a discussion.&lt;br /&gt;
&lt;br /&gt;
* Think of (an) example(s) when the word would be used.&lt;br /&gt;
* Propose a definition*.&lt;br /&gt;
* Attempt to use one of the example(s) to counter the proposed definition.&lt;br /&gt;
* Revise the definition from the counter-example or counter the counter-example.&lt;br /&gt;
&lt;br /&gt;
This process will never terminate nor will the definition ever be perfect. But through this exercise the encapsulated meaning of the word will grow ever closer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Examples do not belong in a definition: never include examples in a definition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Words ==&lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
=== B ===&lt;br /&gt;
&lt;br /&gt;
=== C ===&lt;br /&gt;
[[Computer]]&lt;br /&gt;
&lt;br /&gt;
[[Contest]]&lt;br /&gt;
&lt;br /&gt;
[[Cute]]&lt;br /&gt;
&lt;br /&gt;
=== D ===&lt;br /&gt;
&lt;br /&gt;
=== E ===&lt;br /&gt;
[[Entertainment]]&lt;br /&gt;
&lt;br /&gt;
=== F ===&lt;br /&gt;
[[Farm]]&lt;br /&gt;
&lt;br /&gt;
[[Fluke]]&lt;br /&gt;
&lt;br /&gt;
[[Freedom]]&lt;br /&gt;
&lt;br /&gt;
=== G ===&lt;br /&gt;
[[Gambling]]&lt;br /&gt;
&lt;br /&gt;
[[Game]]&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
[[Hero]]&lt;br /&gt;
&lt;br /&gt;
=== I ===&lt;br /&gt;
&lt;br /&gt;
=== J ===&lt;br /&gt;
&lt;br /&gt;
=== K ===&lt;br /&gt;
&lt;br /&gt;
=== L ===&lt;br /&gt;
&lt;br /&gt;
=== M ===&lt;br /&gt;
&lt;br /&gt;
=== N ===&lt;br /&gt;
&lt;br /&gt;
=== O ===&lt;br /&gt;
&lt;br /&gt;
=== P ===&lt;br /&gt;
&lt;br /&gt;
=== Q ===&lt;br /&gt;
&lt;br /&gt;
=== R ===&lt;br /&gt;
[[Rich]]&lt;br /&gt;
&lt;br /&gt;
[[Robot]]&lt;br /&gt;
&lt;br /&gt;
=== S ===&lt;br /&gt;
[[Stopped]]&lt;br /&gt;
&lt;br /&gt;
=== T ===&lt;br /&gt;
&lt;br /&gt;
=== U ===&lt;br /&gt;
&lt;br /&gt;
=== V ===&lt;br /&gt;
&lt;br /&gt;
=== W ===&lt;br /&gt;
&lt;br /&gt;
=== X ===&lt;br /&gt;
&lt;br /&gt;
=== Y ===&lt;br /&gt;
&lt;br /&gt;
=== Z ===&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cute&amp;diff=254</id>
		<title>Cute</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cute&amp;diff=254"/>
		<updated>2023-08-25T17:05:26Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* New Examples to Consider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(adj)&#039;&#039; Descriptive word for something that is aesthetically pleasing, perceived as mostly harmless, and prompts a desire for possession.&lt;br /&gt;
&lt;br /&gt;
== Example Uses ==&lt;br /&gt;
&#039;&#039;&amp;quot;Look over there, that guy&#039;s &#039;&#039;&#039;cute&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;That lion cub is so &#039;&#039;&#039;cute&#039;&#039;&#039;!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Now we can take this &#039;&#039;&#039;cute&#039;&#039;&#039; little wick and dip the candle.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== New Examples to Consider ==&lt;br /&gt;
&lt;br /&gt;
* When the word is used in a sarcastic or insulting way &#039;&#039;&amp;quot;Aww, you&#039;re trying to fight; That&#039;s &#039;&#039;&#039;cute&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
*Food that is desirable to an individual fits this definition: &#039;&#039;&amp;quot;Dude, that hunk of steak is cute!&amp;quot;&#039;&#039; ??&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cute&amp;diff=253</id>
		<title>Cute</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cute&amp;diff=253"/>
		<updated>2023-08-25T17:01:48Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* New Examples to Consider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(adj)&#039;&#039; Descriptive word for something that is aesthetically pleasing, perceived as mostly harmless, and prompts a desire for possession.&lt;br /&gt;
&lt;br /&gt;
== Example Uses ==&lt;br /&gt;
&#039;&#039;&amp;quot;Look over there, that guy&#039;s &#039;&#039;&#039;cute&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;That lion cub is so &#039;&#039;&#039;cute&#039;&#039;&#039;!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Now we can take this &#039;&#039;&#039;cute&#039;&#039;&#039; little wick and dip the candle.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== New Examples to Consider ==&lt;br /&gt;
&lt;br /&gt;
* When the word is used in a sarcastic or insulting way &#039;&#039;&amp;quot;Aww, you&#039;re trying to fight; That&#039;s &#039;&#039;&#039;cute&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
*Food that is desirable to an individual fits this definition&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Farm&amp;diff=252</id>
		<title>Farm</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Farm&amp;diff=252"/>
		<updated>2023-08-25T16:58:12Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: Created page with &amp;quot;&amp;#039;&amp;#039;(n)&amp;#039;&amp;#039; A area of land whose purpose is the mass production of an organic product  == Example Uses == &amp;#039;&amp;#039;&amp;quot;My husband and I own a garlic &amp;#039;&amp;#039;&amp;#039;farm&amp;#039;&amp;#039;&amp;#039;&amp;quot;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;quot;On the dairy &amp;#039;&amp;#039;&amp;#039;farm&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;(n)&#039;&#039; A area of land whose purpose is the mass production of an organic product&lt;br /&gt;
&lt;br /&gt;
== Example Uses ==&lt;br /&gt;
&#039;&#039;&amp;quot;My husband and I own a garlic &#039;&#039;&#039;farm&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;On the dairy &#039;&#039;&#039;farm&#039;&#039;&#039;, we produce milk&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=251</id>
		<title>The True Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=251"/>
		<updated>2023-08-25T16:34:48Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This dictionary is an attempt to capture meanings in a more correct form than what current dictionaires offer.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
To improve upon the current definition of a word, the following exercise must be performed in no particular order with one or more people in a discussion.&lt;br /&gt;
&lt;br /&gt;
* Think of (an) example(s) when the word would be used.&lt;br /&gt;
* Propose a definition.&lt;br /&gt;
* Attempt to use one of the example(s) to counter the proposed definition.&lt;br /&gt;
* Revise the definition from the counter-example or counter the counter-example.&lt;br /&gt;
&lt;br /&gt;
This process will never terminate nor will the definition ever be perfect. But through this exercise the encapsulated meaning of the word will grow ever closer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Examples do not belong in a definition: never include examples in a definition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Words ==&lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
=== B ===&lt;br /&gt;
&lt;br /&gt;
=== C ===&lt;br /&gt;
[[Computer]]&lt;br /&gt;
&lt;br /&gt;
[[Contest]]&lt;br /&gt;
&lt;br /&gt;
[[Cute]]&lt;br /&gt;
&lt;br /&gt;
=== D ===&lt;br /&gt;
&lt;br /&gt;
=== E ===&lt;br /&gt;
[[Entertainment]]&lt;br /&gt;
&lt;br /&gt;
=== F ===&lt;br /&gt;
[[Farm]]&lt;br /&gt;
&lt;br /&gt;
[[Fluke]]&lt;br /&gt;
&lt;br /&gt;
[[Freedom]]&lt;br /&gt;
&lt;br /&gt;
=== G ===&lt;br /&gt;
[[Gambling]]&lt;br /&gt;
&lt;br /&gt;
[[Game]]&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
[[Hero]]&lt;br /&gt;
&lt;br /&gt;
=== I ===&lt;br /&gt;
&lt;br /&gt;
=== J ===&lt;br /&gt;
&lt;br /&gt;
=== K ===&lt;br /&gt;
&lt;br /&gt;
=== L ===&lt;br /&gt;
&lt;br /&gt;
=== M ===&lt;br /&gt;
&lt;br /&gt;
=== N ===&lt;br /&gt;
&lt;br /&gt;
=== O ===&lt;br /&gt;
&lt;br /&gt;
=== P ===&lt;br /&gt;
&lt;br /&gt;
=== Q ===&lt;br /&gt;
&lt;br /&gt;
=== R ===&lt;br /&gt;
[[Rich]]&lt;br /&gt;
&lt;br /&gt;
[[Robot]]&lt;br /&gt;
&lt;br /&gt;
=== S ===&lt;br /&gt;
[[Stopped]]&lt;br /&gt;
&lt;br /&gt;
=== T ===&lt;br /&gt;
&lt;br /&gt;
=== U ===&lt;br /&gt;
&lt;br /&gt;
=== V ===&lt;br /&gt;
&lt;br /&gt;
=== W ===&lt;br /&gt;
&lt;br /&gt;
=== X ===&lt;br /&gt;
&lt;br /&gt;
=== Y ===&lt;br /&gt;
&lt;br /&gt;
=== Z ===&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=250</id>
		<title>The True Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=The_True_Dictionary&amp;diff=250"/>
		<updated>2023-08-25T16:34:19Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This dictionary is an attempt to capture meanings in a more correct form than what current dictionaires offer.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
To improve upon the current definition of a word, the following exercise must be performed in no particular order with one or more people in a discussion.&lt;br /&gt;
&lt;br /&gt;
* Think of (an) example(s) when the word would be used.&lt;br /&gt;
* Propose a definition.&lt;br /&gt;
* Attempt to use one of the example(s) to counter the proposed definition.&lt;br /&gt;
* Revise the definition from the counter-example or counter the counter-example.&lt;br /&gt;
&lt;br /&gt;
This process will never terminate nor will the definition ever be perfect. But through this exercise the encapsulated meaning of the word will grow ever closer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Examples do not belong in a definition: never include examples in a definition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Words ==&lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
=== B ===&lt;br /&gt;
&lt;br /&gt;
=== C ===&lt;br /&gt;
[[Computer]]&lt;br /&gt;
&lt;br /&gt;
[[Contest]]&lt;br /&gt;
&lt;br /&gt;
[[Cute]]&lt;br /&gt;
&lt;br /&gt;
=== D ===&lt;br /&gt;
&lt;br /&gt;
=== E ===&lt;br /&gt;
[[Entertainment]]&lt;br /&gt;
&lt;br /&gt;
=== F ===&lt;br /&gt;
Farm&lt;br /&gt;
&lt;br /&gt;
[[Fluke]]&lt;br /&gt;
&lt;br /&gt;
[[Freedom]]&lt;br /&gt;
&lt;br /&gt;
=== G ===&lt;br /&gt;
[[Gambling]]&lt;br /&gt;
&lt;br /&gt;
[[Game]]&lt;br /&gt;
&lt;br /&gt;
=== H ===&lt;br /&gt;
[[Hero]]&lt;br /&gt;
&lt;br /&gt;
=== I ===&lt;br /&gt;
&lt;br /&gt;
=== J ===&lt;br /&gt;
&lt;br /&gt;
=== K ===&lt;br /&gt;
&lt;br /&gt;
=== L ===&lt;br /&gt;
&lt;br /&gt;
=== M ===&lt;br /&gt;
&lt;br /&gt;
=== N ===&lt;br /&gt;
&lt;br /&gt;
=== O ===&lt;br /&gt;
&lt;br /&gt;
=== P ===&lt;br /&gt;
&lt;br /&gt;
=== Q ===&lt;br /&gt;
&lt;br /&gt;
=== R ===&lt;br /&gt;
[[Rich]]&lt;br /&gt;
&lt;br /&gt;
[[Robot]]&lt;br /&gt;
&lt;br /&gt;
=== S ===&lt;br /&gt;
[[Stopped]]&lt;br /&gt;
&lt;br /&gt;
=== T ===&lt;br /&gt;
&lt;br /&gt;
=== U ===&lt;br /&gt;
&lt;br /&gt;
=== V ===&lt;br /&gt;
&lt;br /&gt;
=== W ===&lt;br /&gt;
&lt;br /&gt;
=== X ===&lt;br /&gt;
&lt;br /&gt;
=== Y ===&lt;br /&gt;
&lt;br /&gt;
=== Z ===&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Welcome_to_Wolfgang%27s_Whole_Enchilada!&amp;diff=242</id>
		<title>Welcome to Wolfgang&#039;s Whole Enchilada!</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Welcome_to_Wolfgang%27s_Whole_Enchilada!&amp;diff=242"/>
		<updated>2022-03-04T23:22:54Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Everyone! You&#039;ve reached Wolfgang&#039;s Whole Enchilada!&lt;br /&gt;
&lt;br /&gt;
Navigate around and check out the following main sections:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[Wolfgang Comic Commentary|Wolfgang&#039;s Adventures Commentary]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[Cogent Campaigns]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[The True Dictionary]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;[[Wood Family:Home|Wood Family Home]]&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Wood_Family_Home&amp;diff=236</id>
		<title>Wood Family Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Wood_Family_Home&amp;diff=236"/>
		<updated>2022-03-04T22:49:16Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: Jhwblender moved page Wood Family Home to Wood Family:Wood Family Home&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Wood Family:Wood Family Home]]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Welcome_to_Wolfgang%27s_Whole_Enchilada!&amp;diff=233</id>
		<title>Welcome to Wolfgang&#039;s Whole Enchilada!</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Welcome_to_Wolfgang%27s_Whole_Enchilada!&amp;diff=233"/>
		<updated>2022-02-22T17:15:46Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Everyone! You&#039;ve reached Wolfgang&#039;s Whole Enchilada!&lt;br /&gt;
&lt;br /&gt;
Navigate around and check out the following main sections:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[Wolfgang Comic Commentary|Wolfgang&#039;s Adventures Commentary]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[Cogent Campaigns]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;[[The True Dictionary]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Wood Family Home|&#039;&#039;&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;Wood Family Home&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&#039;&#039;]]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Restoration_of_Power&amp;diff=231</id>
		<title>Restoration of Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Restoration_of_Power&amp;diff=231"/>
		<updated>2021-12-06T22:25:55Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Campaign History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Narrated by Jesse Wood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
500 years before [https://movies.disney.com/raya-and-the-last-dragon Raya and the Last Dragon], Kumandra is united, but mainly by law. The 5 populated areas; Heart, Spine, Talon, Tail, and Fang are growing more independant. Though there is generally peace, it&#039;s far from what you would call a utopia as potrayed by the history books. With the population increasing and food production remaining the same, there&#039;s a growing socio-economic gap. People have begun stealing food.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
[[Zinaya]] - &#039;&#039;Played by Kara&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Caleb]] - &#039;&#039;Played by Caleb&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Jyamon]] - &#039;&#039;Played by Adam&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Sheshalia]] - &#039;&#039;Played by Emily&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
[[Undiscovered NPCs]]&lt;br /&gt;
&lt;br /&gt;
[[Discovered NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Campaign History ==&lt;br /&gt;
&lt;br /&gt;
=== Session 1 - An Audience with the Chief ===&lt;br /&gt;
We start off the campaign introducing our characters; Zinaya played by Kara, Caleb played by Caleb, Jyamon played by Adam, and Sheshalia played by Emily. The introduction is given (above) and we begin with them all talking in a waiting room when they suddenly hear the sound of crashing or struggling in Chief Batara&#039;s council room that they are individually waiting to go into. Upon hearing this sound they all rush to the door. Caleb waits outside the door with a wrench in case someone comes out. But no one does. Jyamon tries to knock in the door but it&#039;s too heavy and doesn&#039;t budge. He then attempts to throw a couch but the couch was much heavier than he was expecting. Sheshalia makes a snide comment and Jyamon punches her in the face. Finally Zinaya runs around outside to see if she can get in the room another way. Right as she is running out a guard runs in from hearing the punch in the face. Caleb comments about the commotion in the other room and the guard gets distracted enough that Sheshalia is able to steal the guard&#039;s keys. The guard tries to go in the door but is only able to make it budge a little. He then runs around the way Zinaya went. The rest of the team follows. Zinaya in the meantime went into the room and sees what looks like 3 dead guards on the ground with blood surrounding them, a bunch of furniture piled by the door, and bootprints going out the window on the opposite side. She goes outside and sees multiple bootprints and no sign of the captors. She also sees that all the royal boats are up in flames. In coming back into the room the guard comes in along with the rest of the group. The scene is taken in and Caleb checks the guards on the ground. 2 are dead, but the third is still barely alive. Caleb is able to adeptly get the guard to a stable point. He remains unconscious. More guards burst through the door with the chief advisor, Ramiz Ratan. It is quickly established what has happened and Zinaya runs out of the room to find her family soon after which another guard enters announcing the rest of the royal family is gone. The head avisor recognized Sheshalia and asks her to find the chief. Everyone else in the group except Zinaya at this point agrees to find the chief together.  &lt;br /&gt;
 &lt;br /&gt;
=== Session 2 - The search begins ===&lt;br /&gt;
It has been a few days since the incident. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Narrator:Undiscovered History|Undiscovered History]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;←[[Raya and the Last Dragon]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=230</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=230"/>
		<updated>2021-12-06T19:52:58Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&#039;&#039;←[https://wiki.wolfgang.us.to/index.php/Cogent_Campaigns Cogent Campaigns]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Cogent is a narrative-focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role-playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice and subtract &#039;&#039;&#039;negative modifiers&#039;&#039;&#039;. Dice rolls fall into two categories: &#039;&#039;&#039;Unopposed actions&#039;&#039;&#039; and &#039;&#039;&#039;opposed conflicts&#039;&#039;&#039;. Unopposed actions are dictated by challenge levels.   &lt;br /&gt;
&lt;br /&gt;
=== Challenge Level (CL) ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate skill. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice is rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. If the number of wins is ≥ the CL, the task is successfully performed. Otherwise, the task may literally or narratively fail. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Common Task&lt;br /&gt;
|CL 1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon Task&lt;br /&gt;
|CL 2&lt;br /&gt;
|-&lt;br /&gt;
|Specialized Task&lt;br /&gt;
|CL 3&lt;br /&gt;
|-&lt;br /&gt;
|Difficult Task&lt;br /&gt;
|CL 4&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Difficult Task&lt;br /&gt;
|CL 5&lt;br /&gt;
|-&lt;br /&gt;
|Unrealistic Task&lt;br /&gt;
|CL 6&lt;br /&gt;
|-&lt;br /&gt;
|Virtually Impossible Task&lt;br /&gt;
|CL 7&lt;br /&gt;
|-&lt;br /&gt;
|Inconceivable Task&lt;br /&gt;
|CL 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Specialty ====&lt;br /&gt;
If the dice pool is ≥8, and the CL is ≤ 3, it is considered an automatic success. if the following are true&lt;br /&gt;
&lt;br /&gt;
* You are not under duress (No time pressure, no outside influence or aggression such as combat.)&lt;br /&gt;
* The check is not a contested check.&lt;br /&gt;
* The check is not a reflexive action.&lt;br /&gt;
&lt;br /&gt;
==== Reflexive Actions ====&lt;br /&gt;
With challanges that could have a negative physical consequence, an injury level may be induced if the challange level is not met. For example, failing an acrobatics check when attempting to break a fall. The &#039;&#039;&#039;injury level&#039;&#039;&#039; would be &#039;&#039;&#039;equal to the CL minus the wins incurred&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Conflicts ===&lt;br /&gt;
A conflict occurs when an action is taken against another character that can actively oppose it in the moment. This need not be combat. This can take many forms. For example: arm wrestling, wooing, or sneaking up on someone. Both parties roll their dice pool based on the relavent skills. &lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;both characters are aware and active: tied/equal rolls are re-rolled&#039;&#039;&#039;. If they are powerless to oppose: a CL would be used instead  but only if Player → NPC and should be &amp;lt; 1/2 dice pool. &lt;br /&gt;
&lt;br /&gt;
If a conflict takes several rolls, it&#039;s conducted Round by Round.&lt;br /&gt;
&lt;br /&gt;
=== Assists ===&lt;br /&gt;
Assists are a way to apply a relavant Core skills, Proficiencies, and Vocations are all acceptable to be used for assists.  (TODO)&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual moneys.  It&#039;s an order of magnitude scale defining how wealthy the character is. Going from 0 to 8. &lt;br /&gt;
&lt;br /&gt;
==== Commerce points and associated Levels of Wealth ====&lt;br /&gt;
&lt;br /&gt;
# Pauper&lt;br /&gt;
# Commoner, Paycheck to Paycheck worker&lt;br /&gt;
# Tradesperson, craftsman&lt;br /&gt;
# Accomplished Career, Small Business Owner&lt;br /&gt;
# Manager, Politician, Successful Merchant, Minor Nobility&lt;br /&gt;
# CEO, Nobility&lt;br /&gt;
# Baron, Magnate/Tycoon&lt;br /&gt;
# King/Queen, Head of Megacorporation&lt;br /&gt;
&lt;br /&gt;
After the character is created, the narrator will assign a commerce level of 2-4 based on backstory. The following will happen based on the commerce level chosen&lt;br /&gt;
&lt;br /&gt;
* Commerce level 2: +1 skill point&lt;br /&gt;
* Commerce level 3: no effect&lt;br /&gt;
* Commerce level 4: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
From there, the player can choose to ±1 their commerce level. The following will happen based on this decision&lt;br /&gt;
&lt;br /&gt;
* decreasing: +1 skill point to a skill not already assigned points&lt;br /&gt;
*No effect if not choosing to change their commerce level&lt;br /&gt;
* increasing: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
&lt;br /&gt;
==== Commerce Scale Item Value ====&lt;br /&gt;
A commerce level will determine what a character can buy. Here&#039;s some examples of items in that commerce level:&lt;br /&gt;
&lt;br /&gt;
# A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.&lt;br /&gt;
# Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.&lt;br /&gt;
# An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)&lt;br /&gt;
# A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.&lt;br /&gt;
# A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.&lt;br /&gt;
# A mansion, luxury transport, estate, a personal guard or security force, established business.&lt;br /&gt;
# A castle/skyscraper, enterprise level company, large army, significant military asset, a town.&lt;br /&gt;
# Metropolis, armada, small country.&lt;br /&gt;
# Kingdom, nation, established planet (sci-fi.)&lt;br /&gt;
&lt;br /&gt;
A player may purchase any item that has a value the same as or less than their commerce points with a catch. &lt;br /&gt;
&lt;br /&gt;
* Purchasing something &#039;&#039;&#039;equal to&#039;&#039;&#039; the character&#039;s commerce level will &#039;&#039;&#039;cost/subtract 2 commerce points&#039;&#039;&#039; from the character. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;1 point less&#039;&#039;&#039; than the character&#039;s value will &#039;&#039;&#039;subtract/cost 2 commerce points&#039;&#039;&#039;. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;2 points less&#039;&#039;&#039; than the current commerce level will &#039;&#039;&#039;not effect&#039;&#039;&#039; commerce level. &lt;br /&gt;
Commerce points can be gained as rewards through the narrative of the story&lt;br /&gt;
&lt;br /&gt;
==== Quirks of Wealth ====&lt;br /&gt;
# Scrooge – You will not spend a cent on anyone except yourself&lt;br /&gt;
# Patron – You support an impoverished creative, and cannot refuse their requests.&lt;br /&gt;
# Expensive tastes – There is an aspect of life where you will only accept the absolute best. (Eg: Food, wine, lodgings)&lt;br /&gt;
# Philanthropist – You are extremely charitable to those in need, even to your detriment.&lt;br /&gt;
# Loan Shark – You will spend your money on others, but demand it back with interest. No exceptions.&lt;br /&gt;
# Hidden Price – If you buy something of value for another, you will expect a favour of significance in return. If refused, you will demand your item.&lt;br /&gt;
# Tight Pursed – You will only purchase things with item value of two or more less than your commerce level.&lt;br /&gt;
# Blood Money – Your wealth secretly stems from a dark source that is kept secret.&lt;br /&gt;
# Family Ties – Your money is tied up in a trust, or controlled by someone else. All spending is monitored, and spending that would decrease your CL must be approved by them.&lt;br /&gt;
# Fame – Your wealth has brought you fame appropriate to your CL. (Local celebrity, business owner) – But this attention is unwanted, you stand out and people recognize you. Constantly seeking your advice or attention.&lt;br /&gt;
# Debt – Your wealth is balanced against huge credit/debt, but you’re afloat due to your income. Should you lose your income for a month, you immediately lose 2 Commerce Level.&lt;br /&gt;
# Stolen – Your wealth is in part stolen from someone else who would very much like it back.&lt;br /&gt;
# Elitist – You treat people with lower commerce level than you as inferior in an obvious manner.&lt;br /&gt;
# Ladder Climber – You are grovelling and overly nice to those with a higher commerce level than you.&lt;br /&gt;
# Romantic Gifter – You are prone to over-spending on romantic interests to win their hearts in over the top displays of love.&lt;br /&gt;
# Closed Trade/Unique Market – Your source of wealth is limited in scope and only renewable in the locale you come from. This could be a niche business, or a trade good only valuable in one area. You treat your CL as two points lower when outside this area. (Scope depends on game setting and narrator discretion)&lt;br /&gt;
# Unethical Business – People know your money stems from a source most don’t like. It isn’t necessarily illegal, but the commonfolk dislike you for it.&lt;br /&gt;
# Superiors Favour – Your success hinges on the support and recommendation of a major celebrity, CEO or noble. If they withdraw that support, your business will collapse.&lt;br /&gt;
# Risky Investor – If the potential exists for profit, you will spend money even if it reduces your profit level. Somewhat susceptible to accomplished con-artists.&lt;br /&gt;
# Employees – Your wealth and investments support some employees, you are obligated to ensure their needs are met, but they can perform basic services for you too. The way you treat them will spread fast.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=229</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=229"/>
		<updated>2021-12-06T19:51:38Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&#039;&#039;←[https://wiki.wolfgang.us.to/index.php/Cogent_Campaigns]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice and subtract &#039;&#039;&#039;negative modifiers&#039;&#039;&#039;. Dice rolls fall into two categories: &#039;&#039;&#039;Unopposed actions&#039;&#039;&#039; and &#039;&#039;&#039;opposed conflicts&#039;&#039;&#039;. Unopposed actions are dictated by challenge levels.   &lt;br /&gt;
&lt;br /&gt;
=== Challenge Level (CL) ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate skill. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. If the number of wins is ≥ the CL, the task is successfully performed. Otherwise the task may literally or naratively fail. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Common Task&lt;br /&gt;
|CL 1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon Task&lt;br /&gt;
|CL 2&lt;br /&gt;
|-&lt;br /&gt;
|Specialized Task&lt;br /&gt;
|CL 3&lt;br /&gt;
|-&lt;br /&gt;
|Difficult Task&lt;br /&gt;
|CL 4&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Difficult Task&lt;br /&gt;
|CL 5&lt;br /&gt;
|-&lt;br /&gt;
|Unrealistic Task&lt;br /&gt;
|CL 6&lt;br /&gt;
|-&lt;br /&gt;
|Virtually Impossible Task&lt;br /&gt;
|CL 7&lt;br /&gt;
|-&lt;br /&gt;
|Inconceivable Task&lt;br /&gt;
|CL 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Specialty ====&lt;br /&gt;
If the dice pool is ≥8, and the CL is ≤ 3, it is considered an automatic success. if the following are true&lt;br /&gt;
&lt;br /&gt;
* You are not under duress (No time pressure, no outside influence or aggression such as combat.)&lt;br /&gt;
* The check is not a contested check.&lt;br /&gt;
* The check is not a reflexive action.&lt;br /&gt;
&lt;br /&gt;
==== Reflexive Actions ====&lt;br /&gt;
With challanges that could have a negative physical consequence, an injury level may be induced if the challange level is not met. For example, failing an acrobatics check when attempting to break a fall. The &#039;&#039;&#039;injury level&#039;&#039;&#039; would be &#039;&#039;&#039;equal to the CL minus the wins incurred&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Conflicts ===&lt;br /&gt;
A conflict occurs when an action is taken against another character that can actively oppose it in the moment. This need not be combat. This can take many forms. For example: arm wrestling, wooing, or sneaking up on someone. Both parties roll their dice pool based on the relavent skills. &lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;both characters are aware and active: tied/equal rolls are re-rolled&#039;&#039;&#039;. If they are powerless to oppose: a CL would be used instead  but only if Player → NPC and should be &amp;lt; 1/2 dice pool. &lt;br /&gt;
&lt;br /&gt;
If a conflict takes several rolls, it&#039;s conducted Round by Round.&lt;br /&gt;
&lt;br /&gt;
=== Assists ===&lt;br /&gt;
Assists are a way to apply a relavant Core skills, Proficiencies, and Vocations are all acceptable to be used for assists.  (TODO)&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual moneys.  It&#039;s an order of magnitude scale defining how wealthy the character is. Going from 0 to 8. &lt;br /&gt;
&lt;br /&gt;
==== Commerce points and associated Levels of Wealth ====&lt;br /&gt;
&lt;br /&gt;
# Pauper&lt;br /&gt;
# Commoner, Paycheck to Paycheck worker&lt;br /&gt;
# Tradesperson, craftsman&lt;br /&gt;
# Accomplished Career, Small Business Owner&lt;br /&gt;
# Manager, Politician, Successful Merchant, Minor Nobility&lt;br /&gt;
# CEO, Nobility&lt;br /&gt;
# Baron, Magnate/Tycoon&lt;br /&gt;
# King/Queen, Head of Megacorporation&lt;br /&gt;
&lt;br /&gt;
After the character is created, the narrator will assign a commerce level of 2-4 based on backstory. The following will happen based on the commerce level chosen&lt;br /&gt;
&lt;br /&gt;
* Commerce level 2: +1 skill point&lt;br /&gt;
* Commerce level 3: no effect&lt;br /&gt;
* Commerce level 4: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
From there, the player can choose to ±1 their commerce level. The following will happen based on this decision&lt;br /&gt;
&lt;br /&gt;
* decreasing: +1 skill point to a skill not already assigned points&lt;br /&gt;
*No effect if not choosing to change their commerce level&lt;br /&gt;
* increasing: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
&lt;br /&gt;
==== Commerce Scale Item Value ====&lt;br /&gt;
A commerce level will determine what a character can buy. Here&#039;s some examples of items in that commerce level:&lt;br /&gt;
&lt;br /&gt;
# A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.&lt;br /&gt;
# Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.&lt;br /&gt;
# An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)&lt;br /&gt;
# A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.&lt;br /&gt;
# A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.&lt;br /&gt;
# A mansion, luxury transport, estate, a personal guard or security force, established business.&lt;br /&gt;
# A castle/skyscraper, enterprise level company, large army, significant military asset, a town.&lt;br /&gt;
# Metropolis, armada, small country.&lt;br /&gt;
# Kingdom, nation, established planet (sci-fi.)&lt;br /&gt;
&lt;br /&gt;
A player may purchase any item that has a value the same as or less than their commerce points with a catch. &lt;br /&gt;
&lt;br /&gt;
* Purchasing something &#039;&#039;&#039;equal to&#039;&#039;&#039; the character&#039;s commerce level will &#039;&#039;&#039;cost/subtract 2 commerce points&#039;&#039;&#039; from the character. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;1 point less&#039;&#039;&#039; than the character&#039;s value will &#039;&#039;&#039;subtract/cost 2 commerce points&#039;&#039;&#039;. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;2 points less&#039;&#039;&#039; than the current commerce level will &#039;&#039;&#039;not effect&#039;&#039;&#039; commerce level. &lt;br /&gt;
Commerce points can be gained as rewards through the narrative of the story&lt;br /&gt;
&lt;br /&gt;
==== Quirks of Wealth ====&lt;br /&gt;
# Scrooge – You will not spend a cent on anyone except yourself&lt;br /&gt;
# Patron – You support an impoverished creative, and cannot refuse their requests.&lt;br /&gt;
# Expensive tastes – There is an aspect of life where you will only accept the absolute best. (Eg: Food, wine, lodgings)&lt;br /&gt;
# Philanthropist – You are extremely charitable to those in need, even to your detriment.&lt;br /&gt;
# Loan Shark – You will spend your money on others, but demand it back with interest. No exceptions.&lt;br /&gt;
# Hidden Price – If you buy something of value for another, you will expect a favour of significance in return. If refused, you will demand your item.&lt;br /&gt;
# Tight Pursed – You will only purchase things with item value of two or more less than your commerce level.&lt;br /&gt;
# Blood Money – Your wealth secretly stems from a dark source that is kept secret.&lt;br /&gt;
# Family Ties – Your money is tied up in a trust, or controlled by someone else. All spending is monitored, and spending that would decrease your CL must be approved by them.&lt;br /&gt;
# Fame – Your wealth has brought you fame appropriate to your CL. (Local celebrity, business owner) – But this attention is unwanted, you stand out and people recognize you. Constantly seeking your advice or attention.&lt;br /&gt;
# Debt – Your wealth is balanced against huge credit/debt, but you’re afloat due to your income. Should you lose your income for a month, you immediately lose 2 Commerce Level.&lt;br /&gt;
# Stolen – Your wealth is in part stolen from someone else who would very much like it back.&lt;br /&gt;
# Elitist – You treat people with lower commerce level than you as inferior in an obvious manner.&lt;br /&gt;
# Ladder Climber – You are grovelling and overly nice to those with a higher commerce level than you.&lt;br /&gt;
# Romantic Gifter – You are prone to over-spending on romantic interests to win their hearts in over the top displays of love.&lt;br /&gt;
# Closed Trade/Unique Market – Your source of wealth is limited in scope and only renewable in the locale you come from. This could be a niche business, or a trade good only valuable in one area. You treat your CL as two points lower when outside this area. (Scope depends on game setting and narrator discretion)&lt;br /&gt;
# Unethical Business – People know your money stems from a source most don’t like. It isn’t necessarily illegal, but the commonfolk dislike you for it.&lt;br /&gt;
# Superiors Favour – Your success hinges on the support and recommendation of a major celebrity, CEO or noble. If they withdraw that support, your business will collapse.&lt;br /&gt;
# Risky Investor – If the potential exists for profit, you will spend money even if it reduces your profit level. Somewhat susceptible to accomplished con-artists.&lt;br /&gt;
# Employees – Your wealth and investments support some employees, you are obligated to ensure their needs are met, but they can perform basic services for you too. The way you treat them will spread fast.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Restoration_of_Power&amp;diff=228</id>
		<title>Restoration of Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Restoration_of_Power&amp;diff=228"/>
		<updated>2021-11-25T23:56:31Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Campaign History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Narrated by Jesse Wood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
500 years before [https://movies.disney.com/raya-and-the-last-dragon Raya and the Last Dragon], Kumandra is united, but mainly by law. The 5 populated areas; Heart, Spine, Talon, Tail, and Fang are growing more independant. Though there is generally peace, it&#039;s far from what you would call a utopia as potrayed by the history books. With the population increasing and food production remaining the same, there&#039;s a growing socio-economic gap. People have begun stealing food.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
[[Zinaya]] - &#039;&#039;Played by Kara&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Caleb]] - &#039;&#039;Played by Caleb&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Jyamon]] - &#039;&#039;Played by Adam&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Sheshalia]] - &#039;&#039;Played by Emily&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
[[Undiscovered NPCs]]&lt;br /&gt;
&lt;br /&gt;
[[Discovered NPCs]]&lt;br /&gt;
&lt;br /&gt;
== Campaign History ==&lt;br /&gt;
&lt;br /&gt;
=== Session 1 - An Audience with the Chief ===&lt;br /&gt;
We start off the campaign introducing our characters; Zinaya played by Kara, Caleb played by Caleb, Jyamon played by Adam, and Sheshalia played by Emily. The introduction is given (above) and we begin with them all talking in a waiting room when they suddenly hear the sound of crashing or struggling in Chief Batara&#039;s council room that they are individually waiting to go into. Upon hearing this sound they all rush to the door. Caleb waits outside the door with a wrench in case someone comes out. But no one does. Jyamon tries to knock in the door but it&#039;s too heavy and doesn&#039;t budge. He then attempts to throw a couch but the couch was much heavier than he was expecting. Sheshalia makes a snide comment and Jyamon punches her in the face. Finally Zinaya runs around outside to see if she can get in the room another way. Right as she is running out a guard runs in from hearing the punch in the face. Caleb comments about the commotion in the other room and the guard gets distracted enough that Sheshalia is able to steal the guard&#039;s keys. The guard tries to go in the door but is only able to make it budge a little. He then runs around the way Zinaya went. The rest of the team follows. Zinaya in the meantime went into the room and sees what looks like 3 dead guards on the ground with blood surrounding them, a bunch of furniture piled by the door, and bootprints going out the window on the opposite side. She goes outside and sees &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Narrator:Undiscovered History|Undiscovered History]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;br&amp;gt;←[[Raya and the Last Dragon]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Jyamon&amp;diff=227</id>
		<title>Jyamon</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Jyamon&amp;diff=227"/>
		<updated>2021-11-19T22:35:31Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player ==&lt;br /&gt;
Adam - &#039;&#039;Adaminati&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Ever since he was young, he was taught to hunt and gather by his father. His mother had died in childbirth and it was just him and his dad.  The Mom&#039;s death was seen as a bad omen in Spine, so he was labeled as a curse.  The others in Spine fear him or treat him like he is a plague.  He is exiled by most of his tribe.  It is only him and his father now.  His father is now crippled due to quarrels with the other tribe&#039;s mercenaries.  &lt;br /&gt;
&lt;br /&gt;
== Hometown ==&lt;br /&gt;
[[Spine]]&lt;br /&gt;
&lt;br /&gt;
== Occupation ==&lt;br /&gt;
Hunter&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
28 years old, toned, tall, with dark skin and scars. Long black hair and light brown eyes. Bears dual throwing axes with chains.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Snark and blunt.  He has a sense of honor and high expectations.  He wants to live up to those expectations and protect his loved ones.  He is relentless and will swiftly choose his own path.  &lt;br /&gt;
&lt;br /&gt;
=== Motivations ===&lt;br /&gt;
Fights for his father.  Strives to take care of him and protect him at any cost.  He hunts food for his father and seeks a good life for them both.  &lt;br /&gt;
&lt;br /&gt;
=== Goals ===&lt;br /&gt;
Gain a better standing with the tribe so he isn&#039;t treated as a curse. Get a better home for him and his father.  Hunt and gather food for his father to survive.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
=== Session 1- An Audience With the Chief ===&lt;br /&gt;
Jyamon would visit the chief because he wants to get a job hunting with the chief&#039;s hunting squadron. He wants to make more money so he can get more food and medicine for his father. &#039;&#039;[Insert First session&#039;s Notes here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
←&#039;&#039;[[Restoration of Power]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=220</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=220"/>
		<updated>2021-11-15T07:50:35Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Assists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice and subtract &#039;&#039;&#039;negative modifiers&#039;&#039;&#039;. Dice rolls fall into two categories: &#039;&#039;&#039;Unopposed actions&#039;&#039;&#039; and &#039;&#039;&#039;opposed conflicts&#039;&#039;&#039;. Unopposed actions are dictated by challenge levels.   &lt;br /&gt;
&lt;br /&gt;
=== Challenge Level (CL) ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate skill. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. If the number of wins is ≥ the CL, the task is successfully performed. Otherwise the task may literally or naratively fail. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Common Task&lt;br /&gt;
|CL 1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon Task&lt;br /&gt;
|CL 2&lt;br /&gt;
|-&lt;br /&gt;
|Specialized Task&lt;br /&gt;
|CL 3&lt;br /&gt;
|-&lt;br /&gt;
|Difficult Task&lt;br /&gt;
|CL 4&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Difficult Task&lt;br /&gt;
|CL 5&lt;br /&gt;
|-&lt;br /&gt;
|Unrealistic Task&lt;br /&gt;
|CL 6&lt;br /&gt;
|-&lt;br /&gt;
|Virtually Impossible Task&lt;br /&gt;
|CL 7&lt;br /&gt;
|-&lt;br /&gt;
|Inconceivable Task&lt;br /&gt;
|CL 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Specialty ====&lt;br /&gt;
If the dice pool is ≥8, and the CL is ≤ 3, it is considered an automatic success. if the following are true&lt;br /&gt;
&lt;br /&gt;
* You are not under duress (No time pressure, no outside influence or aggression such as combat.)&lt;br /&gt;
* The check is not a contested check.&lt;br /&gt;
* The check is not a reflexive action.&lt;br /&gt;
&lt;br /&gt;
==== Reflexive Actions ====&lt;br /&gt;
With challanges that could have a negative physical consequence, an injury level may be induced if the challange level is not met. For example, failing an acrobatics check when attempting to break a fall. The &#039;&#039;&#039;injury level&#039;&#039;&#039; would be &#039;&#039;&#039;equal to the CL minus the wins incurred&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Conflicts ===&lt;br /&gt;
A conflict occurs when an action is taken against another character that can actively oppose it in the moment. This need not be combat. This can take many forms. For example: arm wrestling, wooing, or sneaking up on someone. Both parties roll their dice pool based on the relavent skills. &lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;both characters are aware and active: tied/equal rolls are re-rolled&#039;&#039;&#039;. If they are powerless to oppose: a CL would be used instead  but only if Player → NPC and should be &amp;lt; 1/2 dice pool. &lt;br /&gt;
&lt;br /&gt;
If a conflict takes several rolls, it&#039;s conducted Round by Round.&lt;br /&gt;
&lt;br /&gt;
=== Assists ===&lt;br /&gt;
Assists are a way to apply a relavant Core skills, Proficiencies, and Vocations are all acceptable to be used for assists.  (TODO)&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual moneys.  It&#039;s an order of magnitude scale defining how wealthy the character is. Going from 0 to 8. &lt;br /&gt;
&lt;br /&gt;
==== Commerce points and associated Levels of Wealth ====&lt;br /&gt;
&lt;br /&gt;
# Pauper&lt;br /&gt;
# Commoner, Paycheck to Paycheck worker&lt;br /&gt;
# Tradesperson, craftsman&lt;br /&gt;
# Accomplished Career, Small Business Owner&lt;br /&gt;
# Manager, Politician, Successful Merchant, Minor Nobility&lt;br /&gt;
# CEO, Nobility&lt;br /&gt;
# Baron, Magnate/Tycoon&lt;br /&gt;
# King/Queen, Head of Megacorporation&lt;br /&gt;
&lt;br /&gt;
After the character is created, the narrator will assign a commerce level of 2-4 based on backstory. The following will happen based on the commerce level chosen&lt;br /&gt;
&lt;br /&gt;
* Commerce level 2: +1 skill point&lt;br /&gt;
* Commerce level 3: no effect&lt;br /&gt;
* Commerce level 4: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
From there, the player can choose to ±1 their commerce level. The following will happen based on this decision&lt;br /&gt;
&lt;br /&gt;
* decreasing: +1 skill point to a skill not already assigned points&lt;br /&gt;
*No effect if not choosing to change their commerce level&lt;br /&gt;
* increasing: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
&lt;br /&gt;
==== Commerce Scale Item Value ====&lt;br /&gt;
A commerce level will determine what a character can buy. Here&#039;s some examples of items in that commerce level:&lt;br /&gt;
&lt;br /&gt;
# A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.&lt;br /&gt;
# Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.&lt;br /&gt;
# An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)&lt;br /&gt;
# A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.&lt;br /&gt;
# A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.&lt;br /&gt;
# A mansion, luxury transport, estate, a personal guard or security force, established business.&lt;br /&gt;
# A castle/skyscraper, enterprise level company, large army, significant military asset, a town.&lt;br /&gt;
# Metropolis, armada, small country.&lt;br /&gt;
# Kingdom, nation, established planet (sci-fi.)&lt;br /&gt;
&lt;br /&gt;
A player may purchase any item that has a value the same as or less than their commerce points with a catch. &lt;br /&gt;
&lt;br /&gt;
* Purchasing something &#039;&#039;&#039;equal to&#039;&#039;&#039; the character&#039;s commerce level will &#039;&#039;&#039;cost/subtract 2 commerce points&#039;&#039;&#039; from the character. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;1 point less&#039;&#039;&#039; than the character&#039;s value will &#039;&#039;&#039;subtract/cost 2 commerce points&#039;&#039;&#039;. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;2 points less&#039;&#039;&#039; than the current commerce level will &#039;&#039;&#039;not effect&#039;&#039;&#039; commerce level. &lt;br /&gt;
Commerce points can be gained as rewards through the narrative of the story&lt;br /&gt;
&lt;br /&gt;
==== Quirks of Wealth ====&lt;br /&gt;
# Scrooge – You will not spend a cent on anyone except yourself&lt;br /&gt;
# Patron – You support an impoverished creative, and cannot refuse their requests.&lt;br /&gt;
# Expensive tastes – There is an aspect of life where you will only accept the absolute best. (Eg: Food, wine, lodgings)&lt;br /&gt;
# Philanthropist – You are extremely charitable to those in need, even to your detriment.&lt;br /&gt;
# Loan Shark – You will spend your money on others, but demand it back with interest. No exceptions.&lt;br /&gt;
# Hidden Price – If you buy something of value for another, you will expect a favour of significance in return. If refused, you will demand your item.&lt;br /&gt;
# Tight Pursed – You will only purchase things with item value of two or more less than your commerce level.&lt;br /&gt;
# Blood Money – Your wealth secretly stems from a dark source that is kept secret.&lt;br /&gt;
# Family Ties – Your money is tied up in a trust, or controlled by someone else. All spending is monitored, and spending that would decrease your CL must be approved by them.&lt;br /&gt;
# Fame – Your wealth has brought you fame appropriate to your CL. (Local celebrity, business owner) – But this attention is unwanted, you stand out and people recognize you. Constantly seeking your advice or attention.&lt;br /&gt;
# Debt – Your wealth is balanced against huge credit/debt, but you’re afloat due to your income. Should you lose your income for a month, you immediately lose 2 Commerce Level.&lt;br /&gt;
# Stolen – Your wealth is in part stolen from someone else who would very much like it back.&lt;br /&gt;
# Elitist – You treat people with lower commerce level than you as inferior in an obvious manner.&lt;br /&gt;
# Ladder Climber – You are grovelling and overly nice to those with a higher commerce level than you.&lt;br /&gt;
# Romantic Gifter – You are prone to over-spending on romantic interests to win their hearts in over the top displays of love.&lt;br /&gt;
# Closed Trade/Unique Market – Your source of wealth is limited in scope and only renewable in the locale you come from. This could be a niche business, or a trade good only valuable in one area. You treat your CL as two points lower when outside this area. (Scope depends on game setting and narrator discretion)&lt;br /&gt;
# Unethical Business – People know your money stems from a source most don’t like. It isn’t necessarily illegal, but the commonfolk dislike you for it.&lt;br /&gt;
# Superiors Favour – Your success hinges on the support and recommendation of a major celebrity, CEO or noble. If they withdraw that support, your business will collapse.&lt;br /&gt;
# Risky Investor – If the potential exists for profit, you will spend money even if it reduces your profit level. Somewhat susceptible to accomplished con-artists.&lt;br /&gt;
# Employees – Your wealth and investments support some employees, you are obligated to ensure their needs are met, but they can perform basic services for you too. The way you treat them will spread fast.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=219</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=219"/>
		<updated>2021-11-14T00:40:10Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Rules of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice and subtract &#039;&#039;&#039;negative modifiers&#039;&#039;&#039;. Dice rolls fall into two categories: &#039;&#039;&#039;Unopposed actions&#039;&#039;&#039; and &#039;&#039;&#039;opposed conflicts&#039;&#039;&#039;. Unopposed actions are dictated by challenge levels.   &lt;br /&gt;
&lt;br /&gt;
=== Challenge Level (CL) ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate skill. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. If the number of wins is ≥ the CL, the task is successfully performed. Otherwise the task may literally or naratively fail. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Common Task&lt;br /&gt;
|CL 1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon Task&lt;br /&gt;
|CL 2&lt;br /&gt;
|-&lt;br /&gt;
|Specialized Task&lt;br /&gt;
|CL 3&lt;br /&gt;
|-&lt;br /&gt;
|Difficult Task&lt;br /&gt;
|CL 4&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Difficult Task&lt;br /&gt;
|CL 5&lt;br /&gt;
|-&lt;br /&gt;
|Unrealistic Task&lt;br /&gt;
|CL 6&lt;br /&gt;
|-&lt;br /&gt;
|Virtually Impossible Task&lt;br /&gt;
|CL 7&lt;br /&gt;
|-&lt;br /&gt;
|Inconceivable Task&lt;br /&gt;
|CL 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Specialty ====&lt;br /&gt;
If the dice pool is ≥8, and the CL is ≤ 3, it is considered an automatic success. if the following are true&lt;br /&gt;
&lt;br /&gt;
* You are not under duress (No time pressure, no outside influence or aggression such as combat.)&lt;br /&gt;
* The check is not a contested check.&lt;br /&gt;
* The check is not a reflexive action.&lt;br /&gt;
&lt;br /&gt;
==== Reflexive Actions ====&lt;br /&gt;
With challanges that could have a negative physical consequence, an injury level may be induced if the challange level is not met. For example, failing an acrobatics check when attempting to break a fall. The &#039;&#039;&#039;injury level&#039;&#039;&#039; would be &#039;&#039;&#039;equal to the CL minus the wins incurred&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Conflicts ===&lt;br /&gt;
A conflict occurs when an action is taken against another character that can actively oppose it in the moment. This need not be combat. This can take many forms. For example: arm wrestling, wooing, or sneaking up on someone. Both parties roll their dice pool based on the relavent skills. &lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;both characters are aware and active: tied/equal rolls are re-rolled&#039;&#039;&#039;. If they are powerless to oppose: a CL would be used instead  but only if Player → NPC and should be &amp;lt; 1/2 dice pool. &lt;br /&gt;
&lt;br /&gt;
If a conflict takes several rolls, it&#039;s conducted Round by Round.&lt;br /&gt;
&lt;br /&gt;
=== Assists ===&lt;br /&gt;
Core skills, Proficiencies (TODO)&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual moneys.  It&#039;s an order of magnitude scale defining how wealthy the character is. Going from 0 to 8. &lt;br /&gt;
&lt;br /&gt;
==== Commerce points and associated Levels of Wealth ====&lt;br /&gt;
&lt;br /&gt;
# Pauper&lt;br /&gt;
# Commoner, Paycheck to Paycheck worker&lt;br /&gt;
# Tradesperson, craftsman&lt;br /&gt;
# Accomplished Career, Small Business Owner&lt;br /&gt;
# Manager, Politician, Successful Merchant, Minor Nobility&lt;br /&gt;
# CEO, Nobility&lt;br /&gt;
# Baron, Magnate/Tycoon&lt;br /&gt;
# King/Queen, Head of Megacorporation&lt;br /&gt;
&lt;br /&gt;
After the character is created, the narrator will assign a commerce level of 2-4 based on backstory. The following will happen based on the commerce level chosen&lt;br /&gt;
&lt;br /&gt;
* Commerce level 2: +1 skill point&lt;br /&gt;
* Commerce level 3: no effect&lt;br /&gt;
* Commerce level 4: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
From there, the player can choose to ±1 their commerce level. The following will happen based on this decision&lt;br /&gt;
&lt;br /&gt;
* decreasing: +1 skill point to a skill not already assigned points&lt;br /&gt;
* increasing: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
&lt;br /&gt;
==== Commerce Scale Item Value ====&lt;br /&gt;
A commerce level will determine what a character can buy. Here&#039;s some examples of items in that commerce level:&lt;br /&gt;
&lt;br /&gt;
# A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.&lt;br /&gt;
# Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.&lt;br /&gt;
# An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)&lt;br /&gt;
# A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.&lt;br /&gt;
# A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.&lt;br /&gt;
# A mansion, luxury transport, estate, a personal guard or security force, established business.&lt;br /&gt;
# A castle/skyscraper, enterprise level company, large army, significant military asset, a town.&lt;br /&gt;
# Metropolis, armada, small country.&lt;br /&gt;
# Kingdom, nation, established planet (sci-fi.)&lt;br /&gt;
&lt;br /&gt;
A player may purchase any item that has a value the same as or less than their commerce points with a catch. &lt;br /&gt;
&lt;br /&gt;
* Purchasing something &#039;&#039;&#039;equal to&#039;&#039;&#039; the character&#039;s commerce level will &#039;&#039;&#039;cost/subtract 2 commerce points&#039;&#039;&#039; from the character. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;1 point less&#039;&#039;&#039; than the character&#039;s value will &#039;&#039;&#039;subtract/cost 2 commerce points&#039;&#039;&#039;. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;2 points less&#039;&#039;&#039; than the current commerce level will &#039;&#039;&#039;not effect&#039;&#039;&#039; commerce level. &lt;br /&gt;
Commerce points can be gained as rewards through the narrative of the story&lt;br /&gt;
&lt;br /&gt;
==== Quirks of Wealth ====&lt;br /&gt;
# Scrooge – You will not spend a cent on anyone except yourself&lt;br /&gt;
# Patron – You support an impoverished creative, and cannot refuse their requests.&lt;br /&gt;
# Expensive tastes – There is an aspect of life where you will only accept the absolute best. (Eg: Food, wine, lodgings)&lt;br /&gt;
# Philanthropist – You are extremely charitable to those in need, even to your detriment.&lt;br /&gt;
# Loan Shark – You will spend your money on others, but demand it back with interest. No exceptions.&lt;br /&gt;
# Hidden Price – If you buy something of value for another, you will expect a favour of significance in return. If refused, you will demand your item.&lt;br /&gt;
# Tight Pursed – You will only purchase things with item value of two or more less than your commerce level.&lt;br /&gt;
# Blood Money – Your wealth secretly stems from a dark source that is kept secret.&lt;br /&gt;
# Family Ties – Your money is tied up in a trust, or controlled by someone else. All spending is monitored, and spending that would decrease your CL must be approved by them.&lt;br /&gt;
# Fame – Your wealth has brought you fame appropriate to your CL. (Local celebrity, business owner) – But this attention is unwanted, you stand out and people recognize you. Constantly seeking your advice or attention.&lt;br /&gt;
# Debt – Your wealth is balanced against huge credit/debt, but you’re afloat due to your income. Should you lose your income for a month, you immediately lose 2 Commerce Level.&lt;br /&gt;
# Stolen – Your wealth is in part stolen from someone else who would very much like it back.&lt;br /&gt;
# Elitist – You treat people with lower commerce level than you as inferior in an obvious manner.&lt;br /&gt;
# Ladder Climber – You are grovelling and overly nice to those with a higher commerce level than you.&lt;br /&gt;
# Romantic Gifter – You are prone to over-spending on romantic interests to win their hearts in over the top displays of love.&lt;br /&gt;
# Closed Trade/Unique Market – Your source of wealth is limited in scope and only renewable in the locale you come from. This could be a niche business, or a trade good only valuable in one area. You treat your CL as two points lower when outside this area. (Scope depends on game setting and narrator discretion)&lt;br /&gt;
# Unethical Business – People know your money stems from a source most don’t like. It isn’t necessarily illegal, but the commonfolk dislike you for it.&lt;br /&gt;
# Superiors Favour – Your success hinges on the support and recommendation of a major celebrity, CEO or noble. If they withdraw that support, your business will collapse.&lt;br /&gt;
# Risky Investor – If the potential exists for profit, you will spend money even if it reduces your profit level. Somewhat susceptible to accomplished con-artists.&lt;br /&gt;
# Employees – Your wealth and investments support some employees, you are obligated to ensure their needs are met, but they can perform basic services for you too. The way you treat them will spread fast.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=218</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=218"/>
		<updated>2021-11-13T20:44:00Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice and subtract &#039;&#039;&#039;negative modifiers&#039;&#039;&#039;. Dice rolls fall into two categories: &#039;&#039;&#039;Unopposed actions&#039;&#039;&#039; and &#039;&#039;&#039;opposed conflicts&#039;&#039;&#039;. Unopposed actions are dictated by challenge levels.  &lt;br /&gt;
&lt;br /&gt;
=== Challenge Level (CL) ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate skill. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. If the number of wins is ≥ the CL, the task is successfully performed. Otherwise the task may literally or naratively fail. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Common Task&lt;br /&gt;
|CL 1&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon Task&lt;br /&gt;
|CL 2&lt;br /&gt;
|-&lt;br /&gt;
|Specialized Task&lt;br /&gt;
|CL 3&lt;br /&gt;
|-&lt;br /&gt;
|Difficult Task&lt;br /&gt;
|CL 4&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Difficult Task&lt;br /&gt;
|CL 5&lt;br /&gt;
|-&lt;br /&gt;
|Unrealistic Task&lt;br /&gt;
|CL 6&lt;br /&gt;
|-&lt;br /&gt;
|Virtually Impossible Task&lt;br /&gt;
|CL 7&lt;br /&gt;
|-&lt;br /&gt;
|Inconceivable Task&lt;br /&gt;
|CL 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Specialty ====&lt;br /&gt;
If the dice pool is ≥8, and the CL is ≤ 3, it is considered an automatic success. if the following are true&lt;br /&gt;
&lt;br /&gt;
* You are not under duress (No time pressure, no outside influence or aggression such as combat.)&lt;br /&gt;
* The check is not a contested check.&lt;br /&gt;
* The check is not a reflexive action.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual moneys.  It&#039;s an order of magnitude scale defining how wealthy the character is. Going from 0 to 8. &lt;br /&gt;
&lt;br /&gt;
==== Commerce points and associated Levels of Wealth ====&lt;br /&gt;
&lt;br /&gt;
# Pauper&lt;br /&gt;
# Commoner, Paycheck to Paycheck worker&lt;br /&gt;
# Tradesperson, craftsman&lt;br /&gt;
# Accomplished Career, Small Business Owner&lt;br /&gt;
# Manager, Politician, Successful Merchant, Minor Nobility&lt;br /&gt;
# CEO, Nobility&lt;br /&gt;
# Baron, Magnate/Tycoon&lt;br /&gt;
# King/Queen, Head of Megacorporation&lt;br /&gt;
&lt;br /&gt;
After the character is created, the narrator will assign a commerce level of 2-4 based on backstory. The following will happen based on the commerce level chosen&lt;br /&gt;
&lt;br /&gt;
* Commerce level 2: +1 skill point&lt;br /&gt;
* Commerce level 3: no effect&lt;br /&gt;
* Commerce level 4: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
From there, the player can choose to ±1 their commerce level. The following will happen based on this decision&lt;br /&gt;
&lt;br /&gt;
* decreasing: +1 skill point to a skill not already assigned points&lt;br /&gt;
* increasing: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
&lt;br /&gt;
==== Commerce Scale Item Value ====&lt;br /&gt;
A commerce level will determine what a character can buy. Here&#039;s some examples of items in that commerce level:&lt;br /&gt;
&lt;br /&gt;
# A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.&lt;br /&gt;
# Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.&lt;br /&gt;
# An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)&lt;br /&gt;
# A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.&lt;br /&gt;
# A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.&lt;br /&gt;
# A mansion, luxury transport, estate, a personal guard or security force, established business.&lt;br /&gt;
# A castle/skyscraper, enterprise level company, large army, significant military asset, a town.&lt;br /&gt;
# Metropolis, armada, small country.&lt;br /&gt;
# Kingdom, nation, established planet (sci-fi.)&lt;br /&gt;
&lt;br /&gt;
A player may purchase any item that has a value the same as or less than their commerce points with a catch. &lt;br /&gt;
&lt;br /&gt;
* Purchasing something &#039;&#039;&#039;equal to&#039;&#039;&#039; the character&#039;s commerce level will &#039;&#039;&#039;cost/subtract 2 commerce points&#039;&#039;&#039; from the character. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;1 point less&#039;&#039;&#039; than the character&#039;s value will &#039;&#039;&#039;subtract/cost 2 commerce points&#039;&#039;&#039;. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;2 points less&#039;&#039;&#039; than the current commerce level will &#039;&#039;&#039;not effect&#039;&#039;&#039; commerce level. &lt;br /&gt;
Commerce points can be gained as rewards through the narrative of the story&lt;br /&gt;
&lt;br /&gt;
==== Quirks of Wealth ====&lt;br /&gt;
# Scrooge – You will not spend a cent on anyone except yourself&lt;br /&gt;
# Patron – You support an impoverished creative, and cannot refuse their requests.&lt;br /&gt;
# Expensive tastes – There is an aspect of life where you will only accept the absolute best. (Eg: Food, wine, lodgings)&lt;br /&gt;
# Philanthropist – You are extremely charitable to those in need, even to your detriment.&lt;br /&gt;
# Loan Shark – You will spend your money on others, but demand it back with interest. No exceptions.&lt;br /&gt;
# Hidden Price – If you buy something of value for another, you will expect a favour of significance in return. If refused, you will demand your item.&lt;br /&gt;
# Tight Pursed – You will only purchase things with item value of two or more less than your commerce level.&lt;br /&gt;
# Blood Money – Your wealth secretly stems from a dark source that is kept secret.&lt;br /&gt;
# Family Ties – Your money is tied up in a trust, or controlled by someone else. All spending is monitored, and spending that would decrease your CL must be approved by them.&lt;br /&gt;
# Fame – Your wealth has brought you fame appropriate to your CL. (Local celebrity, business owner) – But this attention is unwanted, you stand out and people recognize you. Constantly seeking your advice or attention.&lt;br /&gt;
# Debt – Your wealth is balanced against huge credit/debt, but you’re afloat due to your income. Should you lose your income for a month, you immediately lose 2 Commerce Level.&lt;br /&gt;
# Stolen – Your wealth is in part stolen from someone else who would very much like it back.&lt;br /&gt;
# Elitist – You treat people with lower commerce level than you as inferior in an obvious manner.&lt;br /&gt;
# Ladder Climber – You are grovelling and overly nice to those with a higher commerce level than you.&lt;br /&gt;
# Romantic Gifter – You are prone to over-spending on romantic interests to win their hearts in over the top displays of love.&lt;br /&gt;
# Closed Trade/Unique Market – Your source of wealth is limited in scope and only renewable in the locale you come from. This could be a niche business, or a trade good only valuable in one area. You treat your CL as two points lower when outside this area. (Scope depends on game setting and narrator discretion)&lt;br /&gt;
# Unethical Business – People know your money stems from a source most don’t like. It isn’t necessarily illegal, but the commonfolk dislike you for it.&lt;br /&gt;
# Superiors Favour – Your success hinges on the support and recommendation of a major celebrity, CEO or noble. If they withdraw that support, your business will collapse.&lt;br /&gt;
# Risky Investor – If the potential exists for profit, you will spend money even if it reduces your profit level. Somewhat susceptible to accomplished con-artists.&lt;br /&gt;
# Employees – Your wealth and investments support some employees, you are obligated to ensure their needs are met, but they can perform basic services for you too. The way you treat them will spread fast.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=217</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=217"/>
		<updated>2021-11-12T07:38:21Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Quirks of Wealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
When a player is asked to overcome some challange, a dice pool is used. A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice. &lt;br /&gt;
&lt;br /&gt;
=== Challenge Levels ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate statistics. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual moneys.  It&#039;s an order of magnitude scale defining how wealthy the character is. Going from 0 to 8. &lt;br /&gt;
&lt;br /&gt;
==== Commerce points and associated Levels of Wealth ====&lt;br /&gt;
&lt;br /&gt;
# Pauper&lt;br /&gt;
# Commoner, Paycheck to Paycheck worker&lt;br /&gt;
# Tradesperson, craftsman&lt;br /&gt;
# Accomplished Career, Small Business Owner&lt;br /&gt;
# Manager, Politician, Successful Merchant, Minor Nobility&lt;br /&gt;
# CEO, Nobility&lt;br /&gt;
# Baron, Magnate/Tycoon&lt;br /&gt;
# King/Queen, Head of Megacorporation&lt;br /&gt;
&lt;br /&gt;
After the character is created, the narrator will assign a commerce level of 2-4 based on backstory. The following will happen based on the commerce level chosen&lt;br /&gt;
&lt;br /&gt;
* Commerce level 2: +1 skill point&lt;br /&gt;
* Commerce level 3: no effect&lt;br /&gt;
* Commerce level 4: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
From there, the player can choose to ±1 their commerce level. The following will happen based on this decision&lt;br /&gt;
&lt;br /&gt;
* decreasing: +1 skill point to a skill not already assigned points&lt;br /&gt;
* increasing: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
&lt;br /&gt;
==== Commerce Scale Item Value ====&lt;br /&gt;
A commerce level will determine what a character can buy. Here&#039;s some examples of items in that commerce level:&lt;br /&gt;
&lt;br /&gt;
# A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.&lt;br /&gt;
# Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.&lt;br /&gt;
# An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)&lt;br /&gt;
# A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.&lt;br /&gt;
# A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.&lt;br /&gt;
# A mansion, luxury transport, estate, a personal guard or security force, established business.&lt;br /&gt;
# A castle/skyscraper, enterprise level company, large army, significant military asset, a town.&lt;br /&gt;
# Metropolis, armada, small country.&lt;br /&gt;
# Kingdom, nation, established planet (sci-fi.)&lt;br /&gt;
&lt;br /&gt;
A player may purchase any item that has a value the same as or less than their commerce points with a catch. &lt;br /&gt;
&lt;br /&gt;
* Purchasing something &#039;&#039;&#039;equal to&#039;&#039;&#039; the character&#039;s commerce level will &#039;&#039;&#039;cost/subtract 2 commerce points&#039;&#039;&#039; from the character. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;1 point less&#039;&#039;&#039; than the character&#039;s value will &#039;&#039;&#039;subtract/cost 2 commerce points&#039;&#039;&#039;. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;2 points less&#039;&#039;&#039; than the current commerce level will &#039;&#039;&#039;not effect&#039;&#039;&#039; commerce level. &lt;br /&gt;
Commerce points can be gained as rewards through the narrative of the story&lt;br /&gt;
&lt;br /&gt;
==== Quirks of Wealth ====&lt;br /&gt;
# Scrooge – You will not spend a cent on anyone except yourself&lt;br /&gt;
# Patron – You support an impoverished creative, and cannot refuse their requests.&lt;br /&gt;
# Expensive tastes – There is an aspect of life where you will only accept the absolute best. (Eg: Food, wine, lodgings)&lt;br /&gt;
# Philanthropist – You are extremely charitable to those in need, even to your detriment.&lt;br /&gt;
# Loan Shark – You will spend your money on others, but demand it back with interest. No exceptions.&lt;br /&gt;
# Hidden Price – If you buy something of value for another, you will expect a favour of significance in return. If refused, you will demand your item.&lt;br /&gt;
# Tight Pursed – You will only purchase things with item value of two or more less than your commerce level.&lt;br /&gt;
# Blood Money – Your wealth secretly stems from a dark source that is kept secret.&lt;br /&gt;
# Family Ties – Your money is tied up in a trust, or controlled by someone else. All spending is monitored, and spending that would decrease your CL must be approved by them.&lt;br /&gt;
# Fame – Your wealth has brought you fame appropriate to your CL. (Local celebrity, business owner) – But this attention is unwanted, you stand out and people recognize you. Constantly seeking your advice or attention.&lt;br /&gt;
# Debt – Your wealth is balanced against huge credit/debt, but you’re afloat due to your income. Should you lose your income for a month, you immediately lose 2 Commerce Level.&lt;br /&gt;
# Stolen – Your wealth is in part stolen from someone else who would very much like it back.&lt;br /&gt;
# Elitist – You treat people with lower commerce level than you as inferior in an obvious manner.&lt;br /&gt;
# Ladder Climber – You are grovelling and overly nice to those with a higher commerce level than you.&lt;br /&gt;
# Romantic Gifter – You are prone to over-spending on romantic interests to win their hearts in over the top displays of love.&lt;br /&gt;
# Closed Trade/Unique Market – Your source of wealth is limited in scope and only renewable in the locale you come from. This could be a niche business, or a trade good only valuable in one area. You treat your CL as two points lower when outside this area. (Scope depends on game setting and narrator discretion)&lt;br /&gt;
# Unethical Business – People know your money stems from a source most don’t like. It isn’t necessarily illegal, but the commonfolk dislike you for it.&lt;br /&gt;
# Superiors Favour – Your success hinges on the support and recommendation of a major celebrity, CEO or noble. If they withdraw that support, your business will collapse.&lt;br /&gt;
# Risky Investor – If the potential exists for profit, you will spend money even if it reduces your profit level. Somewhat susceptible to accomplished con-artists.&lt;br /&gt;
# Employees – Your wealth and investments support some employees, you are obligated to ensure their needs are met, but they can perform basic services for you too. The way you treat them will spread fast.&lt;br /&gt;
&lt;br /&gt;
== Play Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Fastplay ===&lt;br /&gt;
player characters will be given &#039;&#039;&#039;2 Attribute points&#039;&#039;&#039; and &#039;&#039;&#039;12 skill points&#039;&#039;&#039; they may assign to their character during character creation.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Play ===&lt;br /&gt;
players will start with the same attribute and skill points as Fastplay, but they can gain more during play the course of their adventure.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=216</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=216"/>
		<updated>2021-11-12T07:36:21Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
When a player is asked to overcome some challange, a dice pool is used. A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice. &lt;br /&gt;
&lt;br /&gt;
=== Challenge Levels ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate statistics. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual moneys.  It&#039;s an order of magnitude scale defining how wealthy the character is. Going from 0 to 8. &lt;br /&gt;
&lt;br /&gt;
==== Commerce points and associated Levels of Wealth ====&lt;br /&gt;
&lt;br /&gt;
# Pauper&lt;br /&gt;
# Commoner, Paycheck to Paycheck worker&lt;br /&gt;
# Tradesperson, craftsman&lt;br /&gt;
# Accomplished Career, Small Business Owner&lt;br /&gt;
# Manager, Politician, Successful Merchant, Minor Nobility&lt;br /&gt;
# CEO, Nobility&lt;br /&gt;
# Baron, Magnate/Tycoon&lt;br /&gt;
# King/Queen, Head of Megacorporation&lt;br /&gt;
&lt;br /&gt;
After the character is created, the narrator will assign a commerce level of 2-4 based on backstory. The following will happen based on the commerce level chosen&lt;br /&gt;
&lt;br /&gt;
* Commerce level 2: +1 skill point&lt;br /&gt;
* Commerce level 3: no effect&lt;br /&gt;
* Commerce level 4: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
From there, the player can choose to ±1 their commerce level. The following will happen based on this decision&lt;br /&gt;
&lt;br /&gt;
* decreasing: +1 skill point to a skill not already assigned points&lt;br /&gt;
* increasing: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
&lt;br /&gt;
==== Quirks of Wealth ====&lt;br /&gt;
&lt;br /&gt;
# Scrooge – You will not spend a cent on anyone except yourself&lt;br /&gt;
# Patron – You support an impoverished creative, and cannot refuse their requests.&lt;br /&gt;
# Expensive tastes – There is an aspect of life where you will only accept the absolute best. (Eg: Food, wine, lodgings)&lt;br /&gt;
# Philanthropist – You are extremely charitable to those in need, even to your detriment.&lt;br /&gt;
# Loan Shark – You will spend your money on others, but demand it back with interest. No exceptions.&lt;br /&gt;
# Hidden Price – If you buy something of value for another, you will expect a favour of significance in return. If refused, you will demand your item.&lt;br /&gt;
# Tight Pursed – You will only purchase things with item value of two or more less than your commerce level.&lt;br /&gt;
# Blood Money – Your wealth secretly stems from a dark source that is kept secret.&lt;br /&gt;
# Family Ties – Your money is tied up in a trust, or controlled by someone else. All spending is monitored, and spending that would decrease your CL must be approved by them.&lt;br /&gt;
# Fame – Your wealth has brought you fame appropriate to your CL. (Local celebrity, business owner) – But this attention is unwanted, you stand out and people recognize you. Constantly seeking your advice or attention.&lt;br /&gt;
# Debt – Your wealth is balanced against huge credit/debt, but you’re afloat due to your income. Should you lose your income for a month, you immediately lose 2 Commerce Level.&lt;br /&gt;
# Stolen – Your wealth is in part stolen from someone else who would very much like it back.&lt;br /&gt;
# Elitist – You treat people with lower commerce level than you as inferior in an obvious manner.&lt;br /&gt;
# Ladder Climber – You are grovelling and overly nice to those with a higher commerce level than you.&lt;br /&gt;
# Romantic Gifter – You are prone to over-spending on romantic interests to win their hearts in over the top displays of love.&lt;br /&gt;
# Closed Trade/Unique Market – Your source of wealth is limited in scope and only renewable in the locale you come from. This could be a niche business, or a trade good only valuable in one area. You treat your CL as two points lower when outside this area. (Scope depends on game setting and narrator discretion)&lt;br /&gt;
# Unethical Business – People know your money stems from a source most don’t like. It isn’t necessarily illegal, but the commonfolk dislike you for it.&lt;br /&gt;
# Superiors Favour – Your success hinges on the support and recommendation of a major celebrity, CEO or noble. If they withdraw that support, your business will collapse.&lt;br /&gt;
# Risky Investor – If the potential exists for profit, you will spend money even if it reduces your profit level. Somewhat susceptible to accomplished con-artists.&lt;br /&gt;
# Employees – Your wealth and investments support some employees, you are obligated to ensure their needs are met, but they can perform basic services for you too. The way you treat them will spread fast.&lt;br /&gt;
&lt;br /&gt;
==== Commerce Scale Item Value ====&lt;br /&gt;
A commerce level will determine what a character can buy. Here&#039;s some examples of items in that commerce level:&lt;br /&gt;
&lt;br /&gt;
# A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.&lt;br /&gt;
# Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.&lt;br /&gt;
# An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)&lt;br /&gt;
# A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.&lt;br /&gt;
# A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.&lt;br /&gt;
# A mansion, luxury transport, estate, a personal guard or security force, established business.&lt;br /&gt;
# A castle/skyscraper, enterprise level company, large army, significant military asset, a town.&lt;br /&gt;
# Metropolis, armada, small country.&lt;br /&gt;
# Kingdom, nation, established planet (sci-fi.)&lt;br /&gt;
&lt;br /&gt;
A player may purchase any item that has a value the same as or less than their commerce points with a catch. &lt;br /&gt;
&lt;br /&gt;
* Purchasing something &#039;&#039;&#039;equal to&#039;&#039;&#039; the character&#039;s commerce level will &#039;&#039;&#039;cost/subtract 2 commerce points&#039;&#039;&#039; from the character. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;1 point less&#039;&#039;&#039; than the character&#039;s value will &#039;&#039;&#039;subtract/cost 2 commerce points&#039;&#039;&#039;. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;2 points less&#039;&#039;&#039; than the current commerce level will &#039;&#039;&#039;not effect&#039;&#039;&#039; commerce level. &lt;br /&gt;
Commerce points can be gained as rewards through the narrative of the story&lt;br /&gt;
&lt;br /&gt;
== Play Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Fastplay ===&lt;br /&gt;
player characters will be given &#039;&#039;&#039;2 Attribute points&#039;&#039;&#039; and &#039;&#039;&#039;12 skill points&#039;&#039;&#039; they may assign to their character during character creation.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Play ===&lt;br /&gt;
players will start with the same attribute and skill points as Fastplay, but they can gain more during play the course of their adventure.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=215</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=215"/>
		<updated>2021-11-12T07:28:11Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Commerce Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
When a player is asked to overcome some challange, a dice pool is used. A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice. &lt;br /&gt;
&lt;br /&gt;
=== Challenge Levels ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate statistics. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual moneys.  It&#039;s an order of magnitude scale defining how wealthy the character is. Going from 0 to 8. &lt;br /&gt;
&lt;br /&gt;
==== Commerce points and associated Levels of Wealth ====&lt;br /&gt;
&lt;br /&gt;
# Pauper&lt;br /&gt;
# Commoner, Paycheck to Paycheck worker&lt;br /&gt;
# Tradesperson, craftsman&lt;br /&gt;
# Accomplished Career, Small Business Owner&lt;br /&gt;
# Manager, Politician, Successful Merchant, Minor Nobility&lt;br /&gt;
# CEO, Nobility&lt;br /&gt;
# Baron, Magnate/Tycoon&lt;br /&gt;
# King/Queen, Head of Megacorporation&lt;br /&gt;
&lt;br /&gt;
After the character is created, the narrator will assign a commerce level of 2-4 based on backstory. The following will happen based on the commerce level chosen&lt;br /&gt;
&lt;br /&gt;
* Commerce level 2: +1 skill point&lt;br /&gt;
* Commerce level 3: no effect&lt;br /&gt;
* Commerce level 4: roll a &#039;Quirks of Wealth&#039;&lt;br /&gt;
&lt;br /&gt;
==== Quirks of Wealth ====&lt;br /&gt;
&lt;br /&gt;
==== Commerce Scale Item Value ====&lt;br /&gt;
A commerce level will determine what a character can buy. Here&#039;s some examples of items in that commerce level:&lt;br /&gt;
&lt;br /&gt;
# A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.&lt;br /&gt;
# Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.&lt;br /&gt;
# An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)&lt;br /&gt;
# A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.&lt;br /&gt;
# A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.&lt;br /&gt;
# A mansion, luxury transport, estate, a personal guard or security force, established business.&lt;br /&gt;
# A castle/skyscraper, enterprise level company, large army, significant military asset, a town.&lt;br /&gt;
# Metropolis, armada, small country.&lt;br /&gt;
# Kingdom, nation, established planet (sci-fi.)&lt;br /&gt;
&lt;br /&gt;
A player may purchase any item that has a value the same as or less than their commerce points with a catch. &lt;br /&gt;
&lt;br /&gt;
* Purchasing something &#039;&#039;&#039;equal to&#039;&#039;&#039; the character&#039;s commerce level will &#039;&#039;&#039;cost/subtract 2 commerce points&#039;&#039;&#039; from the character. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;1 point less&#039;&#039;&#039; than the character&#039;s value will &#039;&#039;&#039;subtract/cost 2 commerce points&#039;&#039;&#039;. &lt;br /&gt;
* Purchasing something &#039;&#039;&#039;2 points less&#039;&#039;&#039; than the current commerce level will &#039;&#039;&#039;not effect&#039;&#039;&#039; commerce level. &lt;br /&gt;
&lt;br /&gt;
== Play Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Fastplay ===&lt;br /&gt;
player characters will be given &#039;&#039;&#039;2 Attribute points&#039;&#039;&#039; and &#039;&#039;&#039;12 skill points&#039;&#039;&#039; they may assign to their character during character creation.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Play ===&lt;br /&gt;
players will start with the same attribute and skill points as Fastplay, but they can gain more during play the course of their adventure.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=214</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=214"/>
		<updated>2021-11-06T03:01:50Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Commerce Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
When a player is asked to overcome some challange, a dice pool is used. A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice. &lt;br /&gt;
&lt;br /&gt;
=== Challenge Levels ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate statistics. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual money totals....  (TODO)&lt;br /&gt;
&lt;br /&gt;
== Play Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Fastplay ===&lt;br /&gt;
player characters will be given &#039;&#039;&#039;2 Attribute points&#039;&#039;&#039; and &#039;&#039;&#039;12 skill points&#039;&#039;&#039; they may assign to their character during character creation.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Play ===&lt;br /&gt;
players will start with the same attribute and skill points as Fastplay, but they can gain more during play the course of their adventure.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=213</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=213"/>
		<updated>2021-11-06T00:07:49Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
When a player is asked to overcome some challange, a dice pool is used. A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice. &lt;br /&gt;
&lt;br /&gt;
=== Challenge Levels ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate statistics. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocations &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
=== Disabling Characteristics ===&lt;br /&gt;
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. &amp;quot;Often, disabling characteristics can create a richer and more entertaining character.&amp;quot; Taking this on &#039;&#039;&#039;gives a bonus skill point&#039;&#039;&#039; to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, &#039;&#039;&#039;two bonus skill points&#039;&#039;&#039; can be used. &#039;&#039;&#039;NO RE-ROLLS&#039;&#039;&#039;. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But &#039;&#039;&#039;skill points will only be awarded for the first &#039;&#039;TWO&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;disabling characteristics.&#039;&#039;&#039; Disabling characteristics &#039;&#039;&#039;should be assigned before assigning skill points&#039;&#039;&#039; to avoid conflicting skills/disabling characteristics. Disabling characteristics may be overcome through a storyline. The following are the list that a player may roll for. See the full rules for more details. &lt;br /&gt;
&lt;br /&gt;
# Missing a bodily extremity/limb&lt;br /&gt;
# Feeble (-1 to all Strength* based skills and Strength Checks)&lt;br /&gt;
# Heavy (-1 to all Reflex* based skills and Reflex Checks)&lt;br /&gt;
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)&lt;br /&gt;
# Phobia&lt;br /&gt;
# Extreme prejudice&lt;br /&gt;
# Compulsive liar&lt;br /&gt;
# Kleptomaniac&lt;br /&gt;
# Paranoia&lt;br /&gt;
# Over-emotional (specific emotion)&lt;br /&gt;
# Very Forgetful&lt;br /&gt;
# Short Temper&lt;br /&gt;
# Overconfident (cannot spend points on an applicable skill during character creation)&lt;br /&gt;
# Incapable of Lying (specific parameters required)&lt;br /&gt;
# Addiction&lt;br /&gt;
# Delusion&lt;br /&gt;
# Imperceptive (Minus 3D6 to environmental Perception* rolls)&lt;br /&gt;
# Gullible (Minus 3D6 to Perception* rolls VS Deception)&lt;br /&gt;
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)&lt;br /&gt;
# People Pleaser (Overly Agreeable/Yes person)&lt;br /&gt;
&lt;br /&gt;
=== Destiny Points ===&lt;br /&gt;
To encourage delving into the character and roleplaying in a way that draws everyone into the story and character, destiny points can be awarded by the narrator for exceptional role-playing. &amp;quot;Destiny points represent the character&#039;s influence on fate&amp;quot;. They are a spendable resource and can be spent &#039;&#039;&#039;before the roll of a dice pool&#039;&#039;&#039;, or &#039;&#039;&#039;after the roll of a dice pool.&#039;&#039;&#039; For fastplay, &#039;&#039;&#039;3 destiny points&#039;&#039;&#039; are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay.&lt;br /&gt;
&lt;br /&gt;
==== Before the roll of a dice pool ====&lt;br /&gt;
When a player is about to roll a dice pool, spending a destiny point here will make the roll &#039;&#039;&#039;3-6 be considered wins&#039;&#039;&#039; apposed to the usual 4-6 being considered wins. &lt;br /&gt;
&lt;br /&gt;
==== After the roll of a dice pool ====&lt;br /&gt;
After a player rolls a dice pool, spending a destiny point here will add a single win to that roll. More than one destiny may be spent in one roll.&lt;br /&gt;
&lt;br /&gt;
=== Commerce Points ===&lt;br /&gt;
Commerce points is a simple method to give implement a commerce system without the need to keep track of individual.... (TODO)&lt;br /&gt;
&lt;br /&gt;
== Play Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Fastplay ===&lt;br /&gt;
player characters will be given &#039;&#039;&#039;2 Attribute points&#039;&#039;&#039; and &#039;&#039;&#039;12 skill points&#039;&#039;&#039; they may assign to their character during character creation.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Play ===&lt;br /&gt;
players will start with the same attribute and skill points as Fastplay, but they can gain more during play the course of their adventure.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=212</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=212"/>
		<updated>2021-11-05T23:06:23Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Combat Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
When a player is asked to overcome some challange, a dice pool is used. A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice. &lt;br /&gt;
&lt;br /&gt;
=== Challenge Levels ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate statistics. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocation &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
Skills relavent to combat situations learned from the vocation. They are different in two important ways. 1. They must be selected from the following pre-determined list (unless differing from Narrator&#039;s discression).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Melee&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Unarmed&lt;br /&gt;
* Small Weapons&lt;br /&gt;
* Medium Weapons&lt;br /&gt;
* Large Weapons&lt;br /&gt;
* Reach Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranged&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Short Stringed&lt;br /&gt;
* Long Stringed&lt;br /&gt;
* Hand Ballistic&lt;br /&gt;
* Shoulder Stocked Ballistic&lt;br /&gt;
* Heavy Ballistic&lt;br /&gt;
&lt;br /&gt;
and 2. These are the only skills that can be used in combat. &lt;br /&gt;
&lt;br /&gt;
== Play Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Fast Play ===&lt;br /&gt;
player characters will be given &#039;&#039;&#039;2 Attribute points&#039;&#039;&#039; and &#039;&#039;&#039;12 skill points&#039;&#039;&#039; they may assign to their character during character creation.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Play ===&lt;br /&gt;
players will start with less attribute and skill points and gain more during play the course of their adventure.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=211</id>
		<title>Cogent Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=Cogent_Quick_Guide&amp;diff=211"/>
		<updated>2021-11-05T23:00:23Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: /* Vocational Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Cogent is a narrative focused table-top role-playing game similar to D&amp;amp;D (Dungeons and Dragons) which was created by Josiah Brooks ([https://www.youtube.com/channel/UCHu2KNu6TtJ0p4hpSW7Yv7Q Jazza]) and Shad Brooks (of [https://www.youtube.com/channel/UCkmMACUKpQeIxN9D9ARli1Q Shadiversity]). It was created to address problems with other role playing games. It&#039;s designed to not be overburdened by rules and be flexible to any setting and story.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;_Please visit the official rules linked in the external links for more detailed information_&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
=== Dice Pools ===&lt;br /&gt;
When a player is asked to overcome some challange, a dice pool is used. A dice pool is made up of multiple D6s (6 sided dice). The number of dice is made up from adding the appropriate number of points between the related &#039;&#039;&#039;skill&#039;&#039;&#039; and &#039;&#039;&#039;attribute&#039;&#039;&#039; then &#039;&#039;&#039;+3&#039;&#039;&#039; dice. &lt;br /&gt;
&lt;br /&gt;
=== Challenge Levels ===&lt;br /&gt;
When performing a task, the narrator may ask the player to roll a dice pool based on the appropriate statistics. The narrator will assign a challenge level (1-8) depending on difficulty. The appropriate number of dice are rolled. Each dice that rolls a &#039;&#039;&#039;4, 5, or 6 are counted as &amp;quot;Wins&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Identity ===&lt;br /&gt;
Think of a character you wish to play. Avoid using architypes to guide the character as people in real life are complex and motivated by different things. Give them a &#039;&#039;&#039;name&#039;&#039;&#039;, a &#039;&#039;&#039;History&#039;&#039;&#039;, &#039;&#039;&#039;beliefs/morality&#039;&#039;&#039;, and &#039;&#039;&#039;goals/aspirations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
The statistics are split into two categories, Attributes and Skills. The statistics determine the &#039;&#039;&#039;bonuses&#039;&#039;&#039; or &#039;&#039;&#039;penalties&#039;&#039;&#039; when rolling &#039;&#039;&#039;against challenge levels&#039;&#039;&#039;. &lt;br /&gt;
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]&lt;br /&gt;
==== Attributes ====&lt;br /&gt;
Representing the &#039;&#039;&#039;physical and mental abilities&#039;&#039;&#039; of the character, there are 3 core attributes. A &#039;&#039;&#039;filled in box&#039;&#039;&#039; is &#039;&#039;&#039;+1&#039;&#039;&#039; point to that attribute with the exception of the first &#039;&#039;&#039;tapered boxes&#039;&#039;&#039;. Those are &#039;&#039;&#039;negative points&#039;&#039;&#039; given by the narrator based on a &#039;&#039;&#039;&#039;&#039;disabling characteristic&#039;&#039;&#039;&#039;&#039; or an &#039;&#039;&#039;&#039;&#039;injury&#039;&#039;&#039;&#039;&#039;. Each attribute has a unique advantage. 4 points can be given in total to one category. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|0 Points&lt;br /&gt;
|1 Point&lt;br /&gt;
|2 Points&lt;br /&gt;
|-&lt;br /&gt;
|Strength&lt;br /&gt;
|Average&lt;br /&gt;
|Professional Soldier or Career Rock-climber&lt;br /&gt;
|Olympic level weightlifter or world champion fighter&lt;br /&gt;
|-&lt;br /&gt;
|Reflex&lt;br /&gt;
|Average&lt;br /&gt;
|Circus Acrobat or Accomplished Thief&lt;br /&gt;
|Gold medalist gymnast or master martial artist&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Average&lt;br /&gt;
|University science professor or a Career Politician&lt;br /&gt;
|Award-winning particle physicist or ‘Sherlock Holmes’ level detective&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level&#039;&#039;[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]&lt;br /&gt;
===== Strength =====&lt;br /&gt;
For every point in strength the character can &#039;&#039;&#039;reduce a &#039;&#039;victory level&#039;&#039;&#039;&#039;&#039; achieved against them in combat once every combat encounter.&lt;br /&gt;
&lt;br /&gt;
===== Reflex =====&lt;br /&gt;
In combat, the player with the highest reflex gets &#039;&#039;&#039;priority in&#039;&#039;&#039; their &#039;&#039;&#039;action&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
===== Intelligence =====&lt;br /&gt;
For every point in intelligence the player receives &#039;&#039;&#039;3 additional skill points&#039;&#039;&#039; to spend.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Rrepresenting a character&#039;s &#039;&#039;&#039;learned abilities&#039;&#039;&#039;, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a &#039;&#039;&#039;max of 4 points&#039;&#039;&#039; in an attribute can be given. Also, negative skill points can be applied to the skills through the crossing out of the tapered first box. A negative skill point can be chosen by the player and applied elsewhere. This however can only happen with one point. Skills are divided into two categories: &#039;&#039;&#039;Core Skills&#039;&#039;&#039; and &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Core Skills =====&lt;br /&gt;
Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. &lt;br /&gt;
&lt;br /&gt;
===== Vocation &amp;amp; Vocational Skills =====&lt;br /&gt;
Skills that are learned based on the history of the character. The player must work with the narrator in picking the vocation. Points in vocational skills are pulled from the &#039;&#039;&#039;same pool as the core skills&#039;&#039;&#039;. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like &amp;quot;Drifter&amp;quot; or &amp;quot;Murderer&amp;quot;. &#039;&#039;&#039;One free skill point&#039;&#039;&#039; is assigned to your &#039;&#039;&#039;first vocation&#039;&#039;&#039;. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. &#039;&#039;&#039;Vocations cannot be used to make skill checks&#039;&#039;&#039;. They are only &amp;quot;assist&amp;quot; skills. Not all vocational skills need to be filled; They can be earned through the game. &#039;&#039;&#039;Vocational skills may not individually have more points than the parent vocation&#039;&#039;&#039;. These skills come in two flavors. &#039;&#039;&#039;Vocational Skills&#039;&#039;&#039; and &#039;&#039;&#039;Combat Skills&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
====== vocational Skills ======&lt;br /&gt;
Unique talents and specialized skills learned from following the vocation. &#039;&#039;&#039;Always allowed with assists&#039;&#039;&#039; and may only be used for a &#039;&#039;&#039;direct skill check if the check is not better represented by a core skill&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
====== Combat Skills ======&lt;br /&gt;
d&lt;br /&gt;
&lt;br /&gt;
== Play Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Fast Play ===&lt;br /&gt;
player characters will be given &#039;&#039;&#039;2 Attribute points&#039;&#039;&#039; and &#039;&#039;&#039;12 skill points&#039;&#039;&#039; they may assign to their character during character creation.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Play ===&lt;br /&gt;
players will start with less attribute and skill points and gain more during play the course of their adventure.&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
[https://cogentroleplay.com/rules Official Rules and link to character sheet]&lt;/div&gt;</summary>
		<author><name>Jhwblender</name></author>
	</entry>
	<entry>
		<id>https://wiki.wolfgang.us.to/index.php?title=MediaWiki:Common.css&amp;diff=210</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.wolfgang.us.to/index.php?title=MediaWiki:Common.css&amp;diff=210"/>
		<updated>2021-11-05T23:00:16Z</updated>

		<summary type="html">&lt;p&gt;Jhwblender: &lt;/p&gt;
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		<author><name>Jhwblender</name></author>
	</entry>
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