Most of this was designed for Cogent v1.2, I will be slowly updating to v1.3, alot of things may not make sense for a little while.
May also change the name:
While the following takes lots of inspiration from Abrahamic faith, it is not meant to follow any religious canon and as such, some things will not conform as you may expect them to.
The celestial and infernal kingdoms are natural enemies. Where the celestials value order, authority and selflessness, the infernals prefer chaos, individualism and selfishness. Between them is the mortal world, plagued by weak, indecisive beings who can't seem to fully agree on anything.
In the year 1854AD, the world will end. Four horsemen will ride across the sky as the armies of each realms will battle till the total destruction of the other two. The victor shall emerge glorious to form an eternal kingdom spanning all of reality, exactly how they want it.
The mortals don't stand a chance, at least celestials and infernals can agree on that. Mortals are useful however as sources of virtue and sin to fuel both celestial and infernal powers. To these ends, both sides have been subtly influencing the mortal world by encouraging virtues and sins. Sometimes even granting holy and unholy powers to mortals, known as champions.
Not everyone wishes to see the mortal world destroyed however. An unlikely alliance of beings celestial, infernal and mortal are forming to stop the apocalypse. Their goal, to stop the four horsemen before their final ride. Without the riders, there is no apocalypse, and all three worlds will be spared. Simple. Of course, they will need to get past the beings from all three worlds who will stand in their way.
They will need to travel all over the world, to places suffering at the hands of each horseman.
This is intended to be a short campaign, each horseman would ideally take 1-2 sessions to find and defeat resulting in 4-8 sessions total (not including a session 0).
However, this setting can be used for other campaigns or storylines than the one above.
See General Rules.
See Cogent Roleplay rulebook.
Supplements in use
See the character creation guide below for how the above supplements are used.
No Hardcore Combat.
The following should be considered and discussed with the narrator (me) before or during session 0.
Please refer to the character creation section of the Cogent Rulebook. The below offers only a rough guide and campaign specific rulings, the rulebook has the actual rules.
Identity. Decide who you are, your backstory, how you know the party and why you want to stop the apocalypse. Note that just because the game is set in 1850s doesn't mean your character has to conform to 1850s trends. For example they may fondly remember the golden age of piracy and still wear tricorns and flintlocks.
Race. Decide what you are (this will influence your available vocations and magic)
Disabling Characteristics (Optional). Gain extra starting skill points for disabling flaws. This can affect your skills, so do this first.
Attributes. You start with 2 attribute points and can spend them as you wish on STR, REF or INT. You can not take negative attributes unless a disabling characteristic applies such a penalty.
Skill Points. You start with 6 skill points (plus any from your race, disabling characteristics and INT). You can expect to earn roughly 6 further points over the course of game at certain milestones. You can spend them in the following ways.
Core Skills. These are described in the cogent rulebook. You can take negatives in these to gain extra points.
Vocations. (See vocations below) You have one free point to spend on vocations. You can also spend any additional points on improving or gaining new vocations. You might also gain a vocation (or points to spend on a vocation) from your race.
Vocational Skills and Combat Skills. You can have up to four Vocational or Combat skills under each vocation. These are non-core skills, weapon proficiencies and magic forms. You can not have more levels in a vocational or combat skills than you have in the parent vocation.
Destiny Points. You start with 1 destiny point, and you can gain them throughout the game for impressive acts, creative solutions and good roleplaying.
Commerce Points. It is unlikely to matter but you can start with up to 4 commerce points, whatever is most appropriate for your backstory.
Starting Equipment. See Equipment below, you start with two useful items unless you have a good enough idea to allow more.
Please refer to the character creation section of the Cogent Rulebook for general vocation guidelines. Below is a brief summary of application within this game.
Vocations define your character's paths in life, they are careers and hobbies and can be equatable to classes and backgrounds in DnD and other systems.
A broad range of mortal professions (that would reasonably exist in 1854) are open to you, such as chef, soldier, inventor or blacksmith.
The vocations available in the celestial and infernal ranks are also fairly broad. You could be a hunter of celestials, infernals and their champions, such as a vampire hunter or exorcist. You could be a magical smith who produces and maintains relics and magic items. You could be a guardian angel, or temptator. Your race may give you free points to spend on particular vocations.
Your vocational skills and combat skills should be relevant to each respective vocation though some leeway can be made. For example, a soldier vocation may have combat skills under it but a tailor likely won't, instead having fabricwork or mercantile skills.
You don't necessarily need to write down every item you carry if it's something you would probably have on you at all times, though feel free to. The narrator can make a destiny roll to decide if you have basic items when you ask. These basic items are typically more for narrative purposes rather than actually granting bonuses or penalties.
If you want a specific or unique item that will provide a bonus or penalty when applicable, you can choose from the items below or discuss with the narrator.
Non-Magical Weapon: See Weapon Modifiers in Cogent Roleplay Rulebook, any conceivable handheld weapon from the 1850s or earlier will likely be allowed. No heavy ballistic weapons.
Magic Weapon (Requires Holy/Unholy Weapon proficiency): See Virtuous and Sinful Magic.
Armour: See Armor in Cogent Roleplay Rulebook, any conceivable armour from the 1850s or earlier will likely be allowed.
Holy/Unholy Symbol or Focus: +1D6 to any rolls made using a specific form of magic (choose when you take this item).
3 Bottles of Holy Water, Hellfire or Poison: Throw at creature or coat a weapon for one round, can still attack in same round (certain creature types are vulnerable to each).
Healer's Kit/Doctor's Bag (5 Uses): + 1D6 to a medical check to reduce an injury level. (See Injury Treatments)
A Simple Tool (e.g. Hammer or Crowbar): + 1D6 to applicable checks made with the tool.
A Mount or Vehicle (e.g. Horse or Velocipede): Have a mount available. Mount does not take own actions in combat but may be used with ride/pilot skill for assist rolls in combat.
Any other useful item: Discuss bonuses/penalties with narrator.