Cogent Quick Guide: Difference between revisions
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=== Commerce Points === | === Commerce Points === | ||
Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual | Commerce points is a simple and optional method to implement a commerce system without the need to keep track of individual moneys. It's an order of magnitude scale defining how wealthy the character is. Going from 0 to 8. | ||
==== Commerce points and associated Levels of Wealth ==== | |||
# Pauper | |||
# Commoner, Paycheck to Paycheck worker | |||
# Tradesperson, craftsman | |||
# Accomplished Career, Small Business Owner | |||
# Manager, Politician, Successful Merchant, Minor Nobility | |||
# CEO, Nobility | |||
# Baron, Magnate/Tycoon | |||
# King/Queen, Head of Megacorporation | |||
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 | |||
* Commerce level 2: +1 skill point | |||
* Commerce level 3: no effect | |||
* Commerce level 4: roll a 'Quirks of Wealth' | |||
==== Quirks of Wealth ==== | |||
==== Commerce Scale Item Value ==== | |||
A commerce level will determine what a character can buy. Here's some examples of items in that commerce level: | |||
# A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym. | |||
# Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum. | |||
# An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.) | |||
# A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat. | |||
# A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard. | |||
# A mansion, luxury transport, estate, a personal guard or security force, established business. | |||
# A castle/skyscraper, enterprise level company, large army, significant military asset, a town. | |||
# Metropolis, armada, small country. | |||
# Kingdom, nation, established planet (sci-fi.) | |||
A player may purchase any item that has a value the same as or less than their commerce points with a catch. | |||
* Purchasing something '''equal to''' the character's commerce level will '''cost/subtract 2 commerce points''' from the character. | |||
* Purchasing something '''1 point less''' than the character's value will '''subtract/cost 2 commerce points'''. | |||
* Purchasing something '''2 points less''' than the current commerce level will '''not effect''' commerce level. | |||
== Play Modes == | == Play Modes == |
Revision as of 07:28, 12 November 2021
Introduction
Cogent is a narrative focused table-top role-playing game similar to D&D (Dungeons and Dragons) which was created by Josiah Brooks (Jazza) and Shad Brooks (of Shadiversity). It was created to address problems with other role playing games. It's designed to not be overburdened by rules and be flexible to any setting and story.
_Please visit the official rules linked in the external links for more detailed information_
Rules of Play
Dice Pools
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 skill and attribute then +3 dice.
Challenge Levels
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 4, 5, or 6 are counted as "Wins".
Character Creation
Identity
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 name, a History, beliefs/morality, and goals/aspirations.
Statistics
The statistics are split into two categories, Attributes and Skills. The statistics determine the bonuses or penalties when rolling against challenge levels.

Attributes
Representing the physical and mental abilities of the character, there are 3 core attributes. A filled in box is +1 point to that attribute with the exception of the first tapered boxes. Those are negative points given by the narrator based on a disabling characteristic or an injury. Each attribute has a unique advantage. 4 points can be given in total to one category.
0 Points | 1 Point | 2 Points | |
Strength | Average | Professional Soldier or Career Rock-climber | Olympic level weightlifter or world champion fighter |
Reflex | Average | Circus Acrobat or Accomplished Thief | Gold medalist gymnast or master martial artist |
Intelligence | Average | University science professor or a Career Politician | Award-winning particle physicist or ‘Sherlock Holmes’ level detective |
*under special circumstances the narrator can allow the assignment of more than 2. This would be superhuman level

Strength
For every point in strength the character can reduce a victory level achieved against them in combat once every combat encounter.
Reflex
In combat, the player with the highest reflex gets priority in their action.
Intelligence
For every point in intelligence the player receives 3 additional skill points to spend.
Skills
Rrepresenting a character's learned abilities, Additional points may be earned in the creation phase through accepting a disabling characteristic. Like attributes, a max of 4 points 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: Core Skills and Vocational Skills
Core Skills
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.
vocational Skills
Unique talents and specialized skills learned from following the vocation. Always allowed with assists and may only be used for a direct skill check if the check is not better represented by a core skill.
Combat Skills
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's discression).
Melee:
- Unarmed
- Small Weapons
- Medium Weapons
- Large Weapons
- Reach Weapons
Ranged:
- Short Stringed
- Long Stringed
- Hand Ballistic
- Shoulder Stocked Ballistic
- Heavy Ballistic
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 and optional method to implement a commerce system without the need to keep track of individual moneys. It's an order of magnitude scale defining how wealthy the character is. Going from 0 to 8.
Commerce points and associated Levels of Wealth
- Pauper
- Commoner, Paycheck to Paycheck worker
- Tradesperson, craftsman
- Accomplished Career, Small Business Owner
- Manager, Politician, Successful Merchant, Minor Nobility
- CEO, Nobility
- Baron, Magnate/Tycoon
- King/Queen, Head of Megacorporation
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
- Commerce level 2: +1 skill point
- Commerce level 3: no effect
- Commerce level 4: roll a 'Quirks of Wealth'
Quirks of Wealth
Commerce Scale Item Value
A commerce level will determine what a character can buy. Here's some examples of items in that commerce level:
- A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.
- Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.
- An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)
- A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.
- A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.
- A mansion, luxury transport, estate, a personal guard or security force, established business.
- A castle/skyscraper, enterprise level company, large army, significant military asset, a town.
- Metropolis, armada, small country.
- Kingdom, nation, established planet (sci-fi.)
A player may purchase any item that has a value the same as or less than their commerce points with a catch.
- Purchasing something equal to the character's commerce level will cost/subtract 2 commerce points from the character.
- Purchasing something 1 point less than the character's value will subtract/cost 2 commerce points.
- Purchasing something 2 points less than the current commerce level will not effect commerce level.
Play Modes
Fastplay
player characters will be given 2 Attribute points and 12 skill points they may assign to their character during character creation.
Campaign Play
players will start with the same attribute and skill points as Fastplay, but they can gain more during play the course of their adventure.