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+

Core 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.

Original Core defines Challenge Levels 1–8. tablerp also lets the GM select 9–20 as a deliberate soft-difficulty overlay; those higher values are not additional Core levels.

Section 2

Character Creation & Progression

tablerp follows the original COGENT Core rules for its level-one creation baseline. Community alpha variants are not part of this ruleset.

Starting Attributes

2 points

Starting Skills

12 points

Intelligence Bonus

+3 per INT

Starting Level

Level 1

Original Core Fast Play Baseline

  1. Assign a total of 2 Attribute Points among STR, REF, and INT. Because this is the entire starting pool, no level-one character can put more than 2 points into any one Attribute.
  2. Spend 12 Skill Points, plus 3 additional Skill Points for every point assigned to INT.
  3. In tablerp, this shared mastery budget covers core skills, proficiencies, and vocations.
  4. One skill may be lowered to -1, freeing one additional point to spend elsewhere.

Campaign Progression in tablerp

Original Core Campaign Play describes Initiate, Adept, and Veteran tiers. tablerp instead uses a transparent GM-controlled level from 1–20: every approved level after level 1 grants +1 Attribute Point and +1 Skill Point.

Numeric levels are a tablerp progression overlay, not an original Core rule. Only the GM can grant or remove them, and the campaign character keeps that progress across multiple sessions in the same campaign.

Section 3

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

Can reduce incoming victory levels in combat by 1 per STR point, once per encounter. Represents physical power, resilience, and the ability to survive a telling blow.

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 4

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

Skill Specialty

Once your dice pool for a skill reaches 8 or more you are a specialist in it. A specialist automatically passes any routine check (Challenge Level 3 or less) in that skill without rolling -- provided it is not under duress (such as combat), contested, or a reflexive action.

Bartering & Commerce

Bartering is primarily a Persuasion check in original Core. Commerce is a separate optional abstract wealth scale: a group may use it instead of tracking every coin, or keep exact currency alongside it.

tablerp supports both approaches. Character cards track Commerce and exact currencies, while the GM grants or deducts those resources through an audited campaign action.

Section 5

Proficiencies & Vocations

Proficiencies

Proficiencies represent trained combat and specialist abilities. A proficiency can reach 4 points. 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. They most often assist another character's roll, but the GM may also call for a direct vocation check when the task is primarily about that trade, background, or expertise and no existing skill already covers it.

A vocation like "Herbalist" could assist a Survival check, while "Runemaster" or "Mastercrafter" could be rolled directly for designing a rune, judging a forge process, or another vocation-led task. If the vocation only supports a different primary roll, treat it as an assist instead. The GM decides when a vocation is relevant and which attribute best fits the attempt.

Section 6

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.

RAW Round Resolution

  1. Each combatant declares one action and, for attacks or charges, one target.
  2. When execution begins, the app queues one combat roll for every declared RAW combatant. That roll represents the whole round of fighting, not a single isolated swing.
  3. If a combatant is targeted while moving, readying a weapon, or standing up, they still roll a normal combat roll for the comparison. The action changes what they are doing fictionally, but it does not remove their defensive performance from the round.
  4. After both sides of an exchange have rolled, compare wins against the declared target. If Mara rolls 9 wins against a hound that rolled 7 wins, Mara has 2 victory levels against that hound.
  5. Only the higher result may apply a victory outcome. The lower result does not also deal damage just because its own roll succeeded against the base challenge.
  6. If the rolls tie, both full dice pools are re-rolled until one side has more wins. If STR reduction brings the resulting victory level to 0, no victory outcome is applied.

This is the key RAW distinction: a combat roll is a summary of how well the character fought during the round. It is not an independent attack button that always deals damage on success.

Opposed Rolls & Victory Levels

In combat, each character's combat roll stands as both offense and defense for the round. Compare your wins against the opponent you declared as your target. The positive difference in wins determines the Victory Level against that specific target.

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 Fatal injury, knockout blow (unconscious + medium injury), or dismember
5+ 5+ Death blow -- an instant kill, unless strength reduces the victory level below 5

Strength Vs Victory

Before combat outcomes are chosen, the defender may reduce the incoming victory level by 1 per point of STR, once per encounter. This reduces the level of the victory itself, so it can also prevent maneuvers like trip, disarm, or stagger if the level drops too low.

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. In tablerp RAW mode, defense still rolls so attackers can be compared against it, but the defender cannot apply a counter-outcome from that defensive roll.

Small defensive movement, bracing, or giving ground can be described narratively, but defense is not a full disengage unless the GM rules the fiction allows it. Use Flee / Disengage when the character spends the action leaving close combat; if threatened, the app locks that roll to Defense (+2D6, no victory outcome).

Move / Reposition is not a disengage by itself. It can describe footwork, shifting cover, or changing position inside the fight, but only Flee / Disengage clears close combat in the app.

Prone And Ready-Up

Lying down or prone applies -4D6. If the character spends their action getting back up while threatened, their comparison roll is still made with that prone penalty, because the penalty counts during the action of getting up while defending. Once the ready-up action is resolved, the prone state is cleared unless the fiction says they cannot get up.

Armor

Armor reduces injury level, not victory level. It also penalises the combat roll of the wearer based on how much armor they are carrying. Shields stack with worn armor for armor level.

Armor Level Examples Combat Penalty
1Leather armor, gambeson, chain shirt, small shieldNone
2Breastplate, full chainmail, large shield-1D6
3Full plate armor-2D6
4Full plate armor + small shield-3D6
5Full plate armor + large shield-4D6

A defender chooses exactly how much remaining STR and armor to spend, with both controls starting at zero. STR reduces victory level first; armor then reduces the injury level if an injury outcome is still applied, except while in close combat. The app records both actual spends.

Endurance offsets the armor combat-roll penalty: each point of Endurance cancels 1D6 of the penalty (down to zero), so a conditioned character can wear heavy armor with little or no drag.

Homebrew option: a campaign can enable permanent armor reduction, where armor reduces incoming injuries by its full level on every hit instead of the depleting per-encounter pool. Off by default.

Weapon Modifiers And Limits

Weapon Category Modifier Limits
Thrown weaponNone
Ranged / stringed+2D6 at range; -3D6 in meleeCannot choose enter close combat or dismember outcomes
Small handed weaponNone
Small hafted, medium hafted, or medium sword+1D6
Large hafted or large sword+2D6
Reach polearm+3D6
Hand ballistic+2D6 at range; -3D6 in meleeCannot choose enter close combat or dismember outcomes
Shoulder-stocked ballistic+4D6 at range; -4D6 in meleeCannot choose enter close combat or dismember outcomes
Heavy ballistic+6D6 at rangeCannot be used in melee
Unarmed-1D6While already in close combat, a declared unarmed disarm gains +4D6 and can choose only Disarm

Dual Wield

Dual wielding does not grant a second combat roll. Instead, the offhand weapon adds a bonus to the same combat roll if the character has at least 1 proficiency point in both weapons. The primary weapon still supplies the normal proficiency and weapon modifier.

Offhand Weapon Bonus
Small secondary weapon+2D6
Medium secondary weapon+1D6

If the primary weapon is lost or disarmed, the dual wield bonus is lost as well. The offhand weapon then becomes the primary weapon until the original weapon is recovered.

Section 7

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

Injury Reduction Order

In RAW, the defender may spend STR to reduce victory level first. If an injury is still inflicted, they may then spend armor to reduce its injury level. A Death Blow can therefore be walked down by either defense. Both spends are optional and default to zero.

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

Against an incapacitated, unconscious, or bound target, armor is disregarded entirely and only CL1 must be exceeded for any victory level -- they cannot fight back or defend, so finishing blows land easily.

Section 8

Assists

Any character with a relevant skill or vocation can assist another character's roll. Assists are powerful but carry risk, and they remain the default use of vocations when a more specific direct check is not warranted.

Assist Procedure

  1. The assisting character declares which skill or vocation they are using to help, and rolls their own full dice pool for it.
  2. The assist is resolved against a fixed Challenge Level of 3.
  3. On success (wins at or above CL 3): every win above CL 3 is added to the primary character's final wins, capped at the assist CL.
  4. On failure (wins below CL 3): the shortfall -- the CL minus the wins rolled -- is subtracted from the primary character's final wins. For example, 1 win at CL 3 costs the primary roller -2.
  5. A character may assist at most once per combat round.

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

Section 9

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

Before rolling, spend exactly 1 point to make each 3–6 a win; after rolling, spend points to add one guaranteed win each

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

Original Core Fast Play starts and caps a character at 3 Destiny Points. tablerp defaults to 3 but allows a GM-managed card capacity up to 12 as a deliberate flexibility overlay.

Section 10

Roll Modes

Authoritative checks use the standard threshold unless the player spends Destiny before rolling. Defense is a separate combat stance.

Mode Win Threshold When Used
Standard 4+ Normal circumstances. The default for all rolls.
Destiny threshold 3+ The player spends 1 Destiny Point before the roll. This is not a free GM-selected mode.
Defense 4+ Defending in combat. Adds +2D6 to pool but scores 0 victory points.

Section 11

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. One campaign can contain multiple play sessions.
  2. Build Character Cards -- Players create campaign character cards with the 2 Attribute Point and 12 Skill Point Core baseline. Their cards and progress persist between sessions.
  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. Free Rolls -- Any session participant can use Quick Throws for informal dice rolls, including secure in-app rolls or manually entered physical dice. Free rolls are shared in the session log but do not change structured game state.
  6. Barter & Manage Commerce -- Use Persuasion when a bargain needs a check. The table may track optional abstract Commerce, exact currencies, or both; the GM controls resource changes from the campaign card tools.
  7. Advance Characters -- When the story warrants it, the GM grants a numeric level from the session workspace. Each level after 1 unlocks one Attribute Point and one Skill Point.
  8. Combat Flow -- The GM selects combatants and starts a combat round. Everyone declares an action and target first, then one combat roll per combatant resolves the whole round. The app compares each result to its declared target before unlocking any outcome.
  9. Apply Outcomes -- Only the winner of the comparison applies victory outcomes to their declared target. The UI labels Player action and Monster action outcomes separately so the GM can avoid applying the wrong side. STR and armor reductions are shown when they change the result. All card changes sync to connected players in real time.

Section 12

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.