COGENT Roleplay

Rules Reference

A complete guide to the COGENT Roleplay system and the tablerp web application. All mechanics on one page.

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Section 1

Core Mechanics

COGENT Roleplay uses a dice-pool system built on six-sided dice (D6). Every check starts with a base pool of 3D6.

Base Pool

3D6

Win Threshold

4+

Challenge Level

CL 1 – 8

Minimum Dice

1D6

How a Check Works

  1. The GM sets a Challenge Level (CL) from 1 (trivial) to 8 (nearly impossible).
  2. The player assembles their dice pool: 3D6 base + attribute + skill modifiers.
  3. Roll the pool. Each die showing 4 or higher counts as one win.
  4. If total wins >= CL, the check succeeds. Wins above the CL represent degrees of success.

Even if modifiers reduce the pool below 1, the player always rolls at least 1D6. You always have a chance.

Section 2

Attributes

Every character has three core attributes. During character creation, you distribute points among them. In combat, ALL attribute points are added to your dice pool.

Strength

STR

Reduces injury severity in combat (1 injury level per STR point, once per encounter). Represents physical power and damage resistance.

Reflex

REF

Determines turn order priority (highest REF resolves first). Required for ranged weapon proficiency. Governs agility and reaction speed.

Intelligence

INT

Grants +3 skill points per INT point during character creation. Represents knowledge, reasoning, and mental acuity.

Attributes in Skill Checks

For a non-combat skill check, add the governing attribute to the base 3D6 pool along with the skill value.

Skill Check = 3D6 + Attribute + Skill Value

Attributes in Combat

In combat rolls, ALL three attribute values are added to your dice pool, not just one.

Combat Roll = 3D6 + STR + REF + INT + Proficiency + Weapon Bonus

Section 3

Skills

There are 15 skills, grouped by their governing attribute. Skill values range from -1 to +4. You may have at most one skill at -1 (a weakness).

Attribute Skills
Strength (STR) Endurance Athletics Grip Swim Throw
Reflex (REF) Perception Acrobatics Ride / Pilot Sleight of Hand Stealth
Intelligence (INT) General Knowledge Deception Infiltration Persuasion Survival

Skill Value Range

Value Meaning
-1Weakness (max 1 allowed)
0Untrained (default)
+1Novice
+2Competent
+3Expert
+4Master

Section 4

Proficiencies & Vocations

Proficiencies

Proficiencies represent trained combat and specialist abilities. Maximum 2 points per proficiency. Each point adds +1D6 to combat or proficiency-based checks.

Weapon Proficiency Categories

Category Examples
Light meleeDaggers, short swords, rapiers, hand axes
Heavy meleeLongswords, greatswords, maces, halberds
PolearmsSpears, pikes, glaives, lances
RangedBows, crossbows, firearms (requires REF)
UnarmedFists, martial arts, grappling
ShieldsBucklers, kite shields, tower shields

Vocations

Vocations represent life paths, trades, or backgrounds (e.g. blacksmith, sailor, noble). Maximum 4 points. Vocations cannot be rolled directly -- they can only assist another character's roll.

A vocation like "Herbalist" could assist a Survival check. A "Soldier" vocation could assist a combat-related Knowledge check. The GM decides when a vocation is relevant.

Section 5

Combat

Combat Dice Pool

Combat Roll = 3D6 + STR + REF + INT + Proficiency + Weapon Bonus

Turn Structure

  1. Declaration Phase -- Characters declare their actions in order from lowest REF to highest. This gives faster characters the advantage of reacting to slower ones.
  2. Resolution Phase -- Rolls are resolved from highest REF to lowest. The fastest characters act first.

Opposed Rolls & Victory Levels

In combat, both attacker and defender roll. The difference in wins determines the Victory Level. The attacker must have more wins than the defender to score a victory.

Victory Level Wins Above Opponent Outcome
1 1 Stagger -- opponent loses next action, Level 1 injury
2 2 Disarm -- weapon knocked away, Level 2 injury
3 3 Trip/knockdown -- prone, Level 3 injury
4+ 4+ Dismember/devastating blow -- Level 4 (fatal) injury

Defense Stance

A character may choose to defend instead of attacking. The defender gains +2D6 to their roll but cannot score any victory points even if they roll more wins. Defense is purely protective.

Armor

Armor reduces the injury level received, not the number of dice rolled. For example, armor that reduces 2 levels would turn a Level 3 injury into a Level 1 injury.

Armor Type Injury Reduction
Light (leather, gambeson)-1 level
Medium (breastplate, chain)-2 levels
Heavy (half plate, brigandine)-3 levels
Full plate-4 levels

Armor does NOT apply in close combat (unarmed/grappling). If an opponent gets inside your guard, armor is bypassed.

Section 6

Injuries

Injuries penalise physical checks by reducing your dice pool. They stack with other injuries.

Injury Level Dice Penalty Description
1-1D6Minor wound -- bruise, shallow cut, sprain
2-2D6Moderate wound -- deep gash, cracked rib, dislocation
3-3D6Severe wound -- broken limb, heavy bleeding, concussion
4-4D6Fatal wound -- incapacitated, dying without aid

Strength Injury Reduction

Each point of STR can reduce an incoming injury by 1 level. This ability can be used once per encounter. For example, a character with STR 2 can reduce a Level 3 injury to Level 1 once per encounter.

A fatal injury (Level 4) that is not reduced results in the character being incapacitated and potentially killed, at the GM's discretion.

Section 7

Assists

Any character with a relevant skill or vocation can assist another character's roll. Assists are powerful but carry risk.

Assist Procedure

  1. The assisting character declares which skill or vocation they are using to help.
  2. They roll against a fixed CL of 3.
  3. On success: every win above CL 3 is added as bonus dice to the primary character's roll.
  4. On failure: every loss below CL 3 is subtracted as penalty dice from the primary character's roll.

Assists can backfire. A failed assist actively hurts the primary roller. Choose your helpers wisely.

Section 8

Destiny Points

Destiny Points are a meta-currency awarded by the GM for excellent roleplay, clever ideas, or dramatic moments. The GM may also deduct them for poor conduct.

Effect

Each point spent adds one WIN (not one die) to any roll

Stacking

Multiple Destiny Points can be spent on a single roll

Timing

Spent after the dice are rolled, turning near-misses into successes

Destiny Points add guaranteed wins, not dice. This makes them extremely valuable for clutch moments.

Section 9

Roll Modes

The GM can apply different roll modes to reflect circumstances. These change the win threshold on each die.

Mode Win Threshold When Used
Standard 4+ Normal circumstances. The default for all rolls.
Advantage 3+ Favourable conditions -- high ground, surprise, environmental aid.
Disadvantage 5+ Unfavourable conditions -- darkness, fatigue, hostile terrain.
Defense 4+ Defending in combat. Adds +2D6 to pool but scores 0 victory points.

Section 10

How It Works in tablerp

tablerp is a web application that brings COGENT Roleplay to the browser. Here is the typical flow of play.

  1. Create a Campaign -- The GM creates a campaign, sets the name and description, and invites players by sharing a join code or link.
  2. Build Character Cards -- Players create character cards within the campaign, distributing attribute points, choosing skills, assigning proficiencies and vocations.
  3. Start a Session -- The GM opens a session. The session workspace shows a shared map canvas where tokens can be placed and moved.
  4. Prompted Checks -- The GM sends prompted skill checks to specific players. The player sees the check prompt and resolves it with a roll in the app.
  5. Combat Flow -- The GM selects combatants, initiates a combat round. Players declare actions (lowest REF first), then rolls resolve (highest REF first). Victory outcomes are applied.
  6. Apply Outcomes -- The GM applies injuries, status changes, and narrative outcomes to character cards. All changes sync to connected players in real time.

Section 11

Magic

COGENT Roleplay deliberately does not define a fixed magic system. Magic is setting-dependent and left to the GM to design for their world.

Magic as Proficiency

Each type of magic is treated as a separate proficiency (e.g. "Fire Magic", "Necromancy", "Healing"). The proficiency adds dice to the roll just like a weapon proficiency.

Focus Items as Weapon Bonuses

Magical focus items function like weapon bonuses, adding extra dice to the pool.

Focus Item Bonus
Wand or minor focus+1D6
Staff or major focus+2D6

Each GM defines the specific rules, limits, and costs of magic for their setting. There is no universal spell list -- this is by design, giving every campaign its own magical identity.