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<br>''←[https://wiki.wolfgang.us.to/index.php/Cogent_Campaigns Cogent Campaigns]''
== Introduction ==
== Introduction ==
Cogent is a narrative focused table-top role-playing game similar to D&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's designed to not be overburdened by rules and be flexible to any setting and story.   
Cogent is a narrative-focused table-top role-playing game similar to D&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'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_''  
''_Please visit the official rules linked in the external links for more detailed information_''  
Line 7: Line 9:


=== Dice Pools ===
=== 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.  
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 and subtract '''negative modifiers'''. Dice rolls fall into two categories: '''Unopposed actions''' and '''opposed conflicts'''. Unopposed actions are dictated by challenge levels.  


=== Challenge Levels ===
=== Challenge Level (CL) ===
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"'''.  
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 '''4, 5, or 6 are counted as "Wins"'''. If the number of wins is ≥ the CL, the task is successfully performed. Otherwise, the task may literally or narratively fail.
{| class="wikitable"
|Common Task
|CL 1
|-
|Uncommon Task
|CL 2
|-
|Specialized Task
|CL 3
|-
|Difficult Task
|CL 4
|-
|Extremely Difficult Task
|CL 5
|-
|Unrealistic Task
|CL 6
|-
|Virtually Impossible Task
|CL 7
|-
|Inconceivable Task
|CL 8
|}
 
==== Specialty ====
If the dice pool is ≥8, and the CL is ≤ 3, it is considered an automatic success. if the following are true
 
* You are not under duress (No time pressure, no outside influence or aggression such as combat.)
* The check is not a contested check.
* The check is not a reflexive action.
 
==== Reflexive Actions ====
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 '''injury level''' would be '''equal to the CL minus the wins incurred'''.
 
=== Conflicts ===
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.
 
If '''both characters are aware and active: tied/equal rolls are re-rolled'''. If they are powerless to oppose: a CL would be used instead  but only if Player → NPC and should be < 1/2 dice pool.
 
If a conflict takes several rolls, it's conducted Round by Round.
 
=== Assists ===
Assists are a way to apply a relavant Core skills, Proficiencies, and Vocations are all acceptable to be used for assists.  (TODO)


== Character Creation ==
== Character Creation ==
=== Identity ===
=== 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.'''
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.'''
Line 19: Line 65:
=== Statistics ===
=== Statistics ===
The statistics are split into two categories, Attributes and Skills. The statistics determine the '''bonuses''' or '''penalties''' when rolling '''against challenge levels'''.  
The statistics are split into two categories, Attributes and Skills. The statistics determine the '''bonuses''' or '''penalties''' when rolling '''against challenge levels'''.  
[[File:Core Attributes.png|thumb|Character Sheet Core Attributes]]
==== 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.
{| class="wikitable"
|
|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''[[File:Skills Attributes Example.png|thumb|Character Sheet Skills Example]]
===== Strength =====
For every point in strength the character can '''reduce a ''victory level''''' achieved against them in combat once every combat encounter.


==== Attributes ====
===== 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 ====
==== 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'
From there, the player can choose to ±1 their commerce level. The following will happen based on this decision
* decreasing: +1 skill point to a skill not already assigned points
*No effect if not choosing to change their commerce level
* increasing: roll a '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.
Commerce points can be gained as rewards through the narrative of the story


==== Quirks of Wealth ====
# Scrooge – You will not spend a cent on anyone except yourself
# Patron – You support an impoverished creative, and cannot refuse their requests.
# Expensive tastes – There is an aspect of life where you will only accept the absolute best. (Eg: Food, wine, lodgings)
# Philanthropist – You are extremely charitable to those in need, even to your detriment.
# Loan Shark – You will spend your money on others, but demand it back with interest. No exceptions.
# 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.
# Tight Pursed – You will only purchase things with item value of two or more less than your commerce level.
# Blood Money – Your wealth secretly stems from a dark source that is kept secret.
# 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.
# 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.
# 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.
# Stolen – Your wealth is in part stolen from someone else who would very much like it back.
# Elitist – You treat people with lower commerce level than you as inferior in an obvious manner.
# Ladder Climber – You are grovelling and overly nice to those with a higher commerce level than you.
# Romantic Gifter – You are prone to over-spending on romantic interests to win their hearts in over the top displays of love.
# 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)
# 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.
# 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.
# 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.
# 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.


== 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]

Latest revision as of 19:52, 6 December 2021


Cogent Campaigns

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

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 and subtract negative modifiers. Dice rolls fall into two categories: Unopposed actions and opposed conflicts. Unopposed actions are dictated by challenge levels.

Challenge Level (CL)

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 4, 5, or 6 are counted as "Wins". If the number of wins is ≥ the CL, the task is successfully performed. Otherwise, the task may literally or narratively fail.

Common Task CL 1
Uncommon Task CL 2
Specialized Task CL 3
Difficult Task CL 4
Extremely Difficult Task CL 5
Unrealistic Task CL 6
Virtually Impossible Task CL 7
Inconceivable Task CL 8

Specialty

If the dice pool is ≥8, and the CL is ≤ 3, it is considered an automatic success. if the following are true

  • You are not under duress (No time pressure, no outside influence or aggression such as combat.)
  • The check is not a contested check.
  • The check is not a reflexive action.

Reflexive Actions

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 injury level would be equal to the CL minus the wins incurred.

Conflicts

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.

If both characters are aware and active: tied/equal rolls are re-rolled. If they are powerless to oppose: a CL would be used instead but only if Player → NPC and should be < 1/2 dice pool.

If a conflict takes several rolls, it's conducted Round by Round.

Assists

Assists are a way to apply a relavant Core skills, Proficiencies, and Vocations are all acceptable to be used for assists. (TODO)

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.

Character Sheet Core Attributes

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

Character Sheet Skills Example
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.

  1. Missing a bodily extremity/limb
  2. Feeble (-1 to all Strength* based skills and Strength Checks)
  3. Heavy (-1 to all Reflex* based skills and Reflex Checks)
  4. Dim-witted (-1 to all Intelligence* based skills and Intelligence Checks)
  5. Phobia
  6. Extreme prejudice
  7. Compulsive liar
  8. Kleptomaniac
  9. Paranoia
  10. Over-emotional (specific emotion)
  11. Very Forgetful
  12. Short Temper
  13. Overconfident (cannot spend points on an applicable skill during character creation)
  14. Incapable of Lying (specific parameters required)
  15. Addiction
  16. Delusion
  17. Imperceptive (Minus 3D6 to environmental Perception* rolls)
  18. Gullible (Minus 3D6 to Perception* rolls VS Deception)
  19. Impressionable (Minus 3D6 to Perception* rolls VS Persuasion)
  20. 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

  1. Pauper
  2. Commoner, Paycheck to Paycheck worker
  3. Tradesperson, craftsman
  4. Accomplished Career, Small Business Owner
  5. Manager, Politician, Successful Merchant, Minor Nobility
  6. CEO, Nobility
  7. Baron, Magnate/Tycoon
  8. 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'

From there, the player can choose to ±1 their commerce level. The following will happen based on this decision

  • decreasing: +1 skill point to a skill not already assigned points
  • No effect if not choosing to change their commerce level
  • increasing: roll a '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:

  1. A simple meal, second-hand clothes, a can of beer, a magazine, admission to a public venue such as a pool or gym.
  2. Basic food for the day, night at an inn, a new item of clothing, a sturdy rope, a bottle of rum.
  3. An extravagant night out, an adequate weapon, common livestock, camping gear, simple transport (old car, mule and cart.)
  4. A well-crafted weapon, a decent horse/car/vehicle, average armour, a small building/house/flat.
  5. A very fancy horse/vehicle, a nice home, extravagant weapon, full plate armour, bodyguard.
  6. A mansion, luxury transport, estate, a personal guard or security force, established business.
  7. A castle/skyscraper, enterprise level company, large army, significant military asset, a town.
  8. Metropolis, armada, small country.
  9. 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.

Commerce points can be gained as rewards through the narrative of the story

Quirks of Wealth

  1. Scrooge – You will not spend a cent on anyone except yourself
  2. Patron – You support an impoverished creative, and cannot refuse their requests.
  3. Expensive tastes – There is an aspect of life where you will only accept the absolute best. (Eg: Food, wine, lodgings)
  4. Philanthropist – You are extremely charitable to those in need, even to your detriment.
  5. Loan Shark – You will spend your money on others, but demand it back with interest. No exceptions.
  6. 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.
  7. Tight Pursed – You will only purchase things with item value of two or more less than your commerce level.
  8. Blood Money – Your wealth secretly stems from a dark source that is kept secret.
  9. 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.
  10. 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.
  11. 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.
  12. Stolen – Your wealth is in part stolen from someone else who would very much like it back.
  13. Elitist – You treat people with lower commerce level than you as inferior in an obvious manner.
  14. Ladder Climber – You are grovelling and overly nice to those with a higher commerce level than you.
  15. Romantic Gifter – You are prone to over-spending on romantic interests to win their hearts in over the top displays of love.
  16. 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)
  17. 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.
  18. 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.
  19. 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.
  20. 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.

Useful External Links

Official Rules and link to character sheet