VERS:Abilities: Difference between revisions

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Abilities are the part of the character that make he or she unique, representing either special powers beyond the grasp of the average person, advanced or specialized weaponry, or even just the benefits of extreme training. While not all character’s need abilities, for many characters in most settings, the abilities are the most memorable or important part.
Like the rest of VERS, the abilities are generic. Generic means that abilities such as a damaging effect are not associated with how the attack harms the target, merely that they are and by how much. A fireball spell, an energy-powered punch, and a laser beam are all created with that same components. In this way, the same ability write-up could be recycled from character to character, just by changing the window dressing.
In many ways the ability sub-system is particularly suited to superhero games in which free rein is given to characters to create any power they can imagine. For other genres it is typically preferable to have players select from pre-created abilities, or even abilities made without these building blocks and using some other pricing scheme. For more information on this process, see the Optional Rules section.
Abilities are not inherently tied to attributes because they are able to be used in so many different ways. When creating ability it should be tied to an attribute based on how the overall ability works. For instance, attack abilities or other abilities that target other should be based on power attributes, while defensive abilities should be based on resistance attributes. Anything else should be tied to a finesse attribute. A few abilities cannot be tied to an attribute, and will be noted in its description. The EV for abilities are equal to attribute + ability rank, while abilities that target others would roll finesse attribute + ability rank to determine the success of the attack, and power attribute + ability rank to determine EV.

Revision as of 18:02, 25 June 2019

VERS -> Book I - Player Rules -> What Can They Do -> VERS:Abilities


Abilities are the part of the character that make he or she unique, representing either special powers beyond the grasp of the average person, advanced or specialized weaponry, or even just the benefits of extreme training. While not all character’s need abilities, for many characters in most settings, the abilities are the most memorable or important part.

Like the rest of VERS, the abilities are generic. Generic means that abilities such as a damaging effect are not associated with how the attack harms the target, merely that they are and by how much. A fireball spell, an energy-powered punch, and a laser beam are all created with that same components. In this way, the same ability write-up could be recycled from character to character, just by changing the window dressing.

In many ways the ability sub-system is particularly suited to superhero games in which free rein is given to characters to create any power they can imagine. For other genres it is typically preferable to have players select from pre-created abilities, or even abilities made without these building blocks and using some other pricing scheme. For more information on this process, see the Optional Rules section.

Abilities are not inherently tied to attributes because they are able to be used in so many different ways. When creating ability it should be tied to an attribute based on how the overall ability works. For instance, attack abilities or other abilities that target other should be based on power attributes, while defensive abilities should be based on resistance attributes. Anything else should be tied to a finesse attribute. A few abilities cannot be tied to an attribute, and will be noted in its description. The EV for abilities are equal to attribute + ability rank, while abilities that target others would roll finesse attribute + ability rank to determine the success of the attack, and power attribute + ability rank to determine EV.