Section 1
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
Even if modifiers reduce the pool below 1, the player always rolls at least 1D6. You always have a chance.
Section 2
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.
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
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
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 |
| Value | Meaning |
|---|---|
| -1 | Weakness (max 1 allowed) |
| 0 | Untrained (default) |
| +1 | Novice |
| +2 | Competent |
| +3 | Expert |
| +4 | Master |
Section 4
Proficiencies represent trained combat and specialist abilities. Maximum 2 points per proficiency. Each point adds +1D6 to combat or proficiency-based checks.
| Category | Examples |
|---|---|
| Light melee | Daggers, short swords, rapiers, hand axes |
| Heavy melee | Longswords, greatswords, maces, halberds |
| Polearms | Spears, pikes, glaives, lances |
| Ranged | Bows, crossbows, firearms (requires REF) |
| Unarmed | Fists, martial arts, grappling |
| Shields | Bucklers, kite shields, tower shields |
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 Roll = 3D6 + STR + REF + INT + Proficiency + Weapon Bonus
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 |
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 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 penalise physical checks by reducing your dice pool. They stack with other injuries.
| Injury Level | Dice Penalty | Description |
|---|---|---|
| 1 | -1D6 | Minor wound -- bruise, shallow cut, sprain |
| 2 | -2D6 | Moderate wound -- deep gash, cracked rib, dislocation |
| 3 | -3D6 | Severe wound -- broken limb, heavy bleeding, concussion |
| 4 | -4D6 | Fatal wound -- incapacitated, dying without aid |
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
Any character with a relevant skill or vocation can assist another character's roll. Assists are powerful but carry risk.
Assists can backfire. A failed assist actively hurts the primary roller. Choose your helpers wisely.
Section 8
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
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
tablerp is a web application that brings COGENT Roleplay to the browser. Here is the typical flow of play.
Section 11
COGENT Roleplay deliberately does not define a fixed magic system. Magic is setting-dependent and left to the GM to design for their world.
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.
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.