Cogent Quick Guide: Difference between revisions
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Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. | Strength/Reflex/Intelligence based skills. These cannot be added to combat rolls, however they can be added (or subtracted) through an assist. | ||
===== | ===== Vocations & Vocational Skills ===== | ||
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 '''same pool as the core skills'''. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like "Drifter" or "Murderer". '''One free skill point''' is assigned to your '''first vocation'''. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. '''Vocations cannot be used to make skill checks'''. They are only "assist" skills. Not all vocational skills need to be filled; They can be earned through the game. '''Vocational skills may not individually have more points than the parent vocation'''. These skills come in two flavors. '''Vocational Skills''' and '''Combat Skills'''. | 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 '''same pool as the core skills'''. Each player MUST have at least one vocation. Unemployed characters can have life goals or ideas like "Drifter" or "Murderer". '''One free skill point''' is assigned to your '''first vocation'''. One core attribute is attributed to each vocation and determines which attribute is added to the dice pool for a vocation check. '''Vocations cannot be used to make skill checks'''. They are only "assist" skills. Not all vocational skills need to be filled; They can be earned through the game. '''Vocational skills may not individually have more points than the parent vocation'''. These skills come in two flavors. '''Vocational Skills''' and '''Combat Skills'''. | ||
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and 2. These are the only skills that can be used in combat. | and 2. These are the only skills that can be used in combat. | ||
=== Disabling Characteristics === | |||
Disabling characteristics restric the way you play the character. It will make it more challanging but also rewarding. "Often, disabling characteristics can create a richer and more entertaining character." Taking this on '''gives a bonus skill point''' to be used during character creation. If the player chooses to roll randomly for a disabling characteristic, '''two bonus skill points''' can be used. '''NO RE-ROLLS'''. Once it is rolled it is officially part of the character. A player can take on as many disabling characteristics as they wish. But '''skill points will only be awarded for the first ''TWO''''' '''disabling characteristics.''' Disabling characteristics '''should be assigned before assigning skill points''' 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. | |||
# Missing a bodily extremity/limb | |||
# Feeble (-1 to all Strength* based skills and Strength Checks) | |||
# Heavy (-1 to all Reflex* based skills and Reflex Checks) | |||
# Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks) | |||
# Phobia | |||
# Extreme prejudice | |||
# Compulsive liar | |||
# Kleptomaniac | |||
# Paranoia | |||
# Over-emotional (specific emotion) | |||
# Very Forgetful | |||
# Short Temper | |||
# Overconfident (cannot spend points on an applicable skill during character creation) | |||
# Incapable of Lying (specific parameters required) | |||
# Addiction | |||
# Delusion | |||
# Imperceptive (Minus 3D6 to environmental Perception* rolls) | |||
# Gullible (Minus 3D6 to Perception* rolls VS Deception) | |||
# Impressionable (Minus 3D6 to Perception* rolls VS Persuasion) | |||
# People Pleaser (Overly Agreeable/Yes person) | |||
=== Destiny Points === | |||
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. "Destiny points represent the character's influence on fate". They are a spendable resource and can be spent '''before the roll of a dice pool''', or '''after the roll of a dice pool.''' For fastplay, '''3 destiny points''' are given at the beginning of the game and 1 point is gven roughly every 3 hours of gameplay. | |||
==== Before the roll of a dice pool ==== | |||
When a player is about to roll a dice pool, spending a destiny point here will make the roll '''3-6 be considered wins''' apposed to the usual 4-6 being considered wins. | |||
==== After the roll of a dice pool ==== | |||
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. | |||
=== Commerce Points === | |||
Commerce points is a simple method to give implement a commerce system without the need to keep track of individual.... (TODO) | |||
== Play Modes == | == Play Modes == | ||
=== | === Fastplay === | ||
player characters will be given '''2 Attribute points''' and '''12 skill points''' they may assign to their character during character creation. | player characters will be given '''2 Attribute points''' and '''12 skill points''' they may assign to their character during character creation. | ||
=== Campaign Play === | === Campaign Play === | ||
players will start with | players will start with the same attribute and skill points as Fastplay, but they can gain more during play the course of their adventure. | ||
== Useful External Links == | == Useful External Links == | ||
[https://cogentroleplay.com/rules Official Rules and link to character sheet] | [https://cogentroleplay.com/rules Official Rules and link to character sheet] |