The following are (somewhat) setting agnostic supplements for the Cogent system. They may apply in some or all of my Cogent games.
Race/Ancestry system meant for Sanctus Malum setting but could fit any angels and demons style setting.
Magic system meant primarily for the Sanctus Malum setting but could be used elsewhere.
Vehicle and weapon rules meant for Long Road setting but could fit any near-modern setting with low-tech weapons and vehicles.
Generic magic/psionic combat skills that could be used in many settings.
Injuries are counted separately on your sheet and must be treated separately. Two Lv1 injuries do not make a Lv2 injury but their effects do stack (i.e. -2D6 to rolls).
At the end of each combat encounter (or each hour outside of combat), if you are injured, you must make a CL2 strength check. On a success you may reduce injuries by a total amount equal to the wins above the CL. On a fail, the injuries worsen by a total amount equal to wins below the CL, the narrator (or a destiny roll) decides which injuries worsen. In the case of a tie, all the injuries remain the same, you do not need to re-roll. If any injury reaches Lv5, you instantly die.
For example, with 2 STR (+2D6) and a single Lv1 injury (-1D6), your dice pool is 4D6. If you roll three wins, you can reduce any injuries by a total of one level. In this case, that is enough to completely remove the Lv1 Injury.
Another Example, with 1 STR (+1D6), a Lv1 injury (-1D6) and a Lv2 injury (-2D6), your dice pool is 1D6. If you roll one win, the injuries will increase by a total of one level. In this case, the narrator may decide to increase the Lv1 injury to a Lv2 or the Lv2 to a Lv3.
Another Example, with 2 STR (+2D6) and a Lv4 injury (-4D6), your dice pool is 1D6. Without some other intervention (such as destiny points or assist rolls), you have no chance of rolling the two wins required to stop to injury worsening and killing you instantly.
Maybe just remove this rule and have injuries linger until treated?
Injuries can be treated by anyone, even the injured person themselves, though poor treatment can worsen the injury. Each injury must be treated separately over one round (or six seconds) each, and only one treatment can be attempted per injury per hour.
To attempt a medical check, a character must declare what they wish to attempt from the table below. They then roll an Intelligence check. On a success, the injury is reduced, if the injury is reduced below Lv1, it is removed. On a fail, the injury remains. If the result is two or more wins below the CL, the injury increases by one level, if the injury increases to Lv5, the injured character dies.
Medical CheckCL2 Reduce a single injury by one levelCL4 Reduce a single injury by two levelsCL6 Reduce a single injury by three levelsCL8 Reduce a single injury by four levelsFor example, a character has a Lv1 and a Lv2 injury. Someone decides to try a treat both injuries over two rounds. First they attempt to reduce the Lv1 by one level (CL2), they roll three wins and the injury is removed. They then try to reduce the Lv2 injury by two levels (CL4), they roll two wins and the injury increases to Lv3. This injury cannot be treated again for an hour.