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VERS -> Making a Character -> Mechanical Aspects -> Attributes

Attributes are the character's inborn talents, and reflect what they are good at before education, training, or practice (those are skills). Attributes are relative, meaning that each rank is just a representation of difference from the average, not a hard, absolute value with a concrete meaning. The average for all attributes is 0, and characters can have attributes above and below 0, meaning they are better or worse than average. Characters can “sell back” attributes at character creation, giving their characters a negative rank and getting back build points. No player character should have more than a -2 in any attribute, although the decision is ultimately with the GM.

When progressing a character after character creation, each new rank costs Character Points equal to the new rank times 3. In other words, to go from Strength 2 to Strength 3 costs 9 CP. To go up to 4 afterwards will cost another 12 CP. Note, these increases must progress through each step. The character cannot go from 2 straight to 4 and only pay 12 CP.

Attributes form the Target Number for any skill roll a character needs to make. This TN is equal to twelve minus the attribute rank, (negative attributes raise the TN instead) and the roll succeeds if it rolls equal to or greater than that number.

Attributes are divided into a 3x3 matrix based on what function they play and what part of the character they govern. The columns are Mental, Physical and Social, and the rows are Power, Finesse, and Resistance. The nine Attributes basically describe the different conjunctions of these rows and columns.


  • Logic: The Mental Power attribute, Logic deals with raw computational intelligence, memorization of facts, and understanding abstract ideas.
  • Intuition: The Mental Finesse attribute, Intuition deals with creativity, emotional intelligence, and pattern recognition.
  • Resolve: The Mental Resistance attribute, Resolve deals with a character's willpower, their ability to focus, and their ability to withstand temptations.


  • Strength: The Physical Power attribute, Strength measures a character's ability to lift, pull, and push objects. The only attribute with a real world measurement possible, although GMs are encouraged to keep it loose.
  • Agility: The Physical Finesse attribute, Agility measures both a character's fine and gross motor control, as well as their reflexes.
  • Stamina: The Physical Resistance attribute, Stamina measures a character's ability to shrug off pain, fight off disease, and endure prolonged work or exercise.


  • Presence: The Social Power attribute, Presence is a measure of the character's ability to draw attention to themselves and bend the wills of others.
  • Charisma: The Social Finesse attribute, Charisma is a measure of the character's ability to subtly manipulate and attract others.
  • Composure: The Social Resistance attribute, Composure is the character's ability to retain their wits in difficult situations, as well as resist the manipulation and intimidation of others.

Figured Attributes

  • Discipline: The combination of Composure and Resolve, Discipline is a measure of one's ability to withstand situations and events that frighten, demoralize, distract, or otherwise affect the character's mind and emotions. A character treats the higher of the two values as the TN and uses the lower as the bonus on the roll.
  • Dodge: The combination of Intuition and Agility, Dodge is a measure of a character’s reflexes, allowing them to evade physical attacks, avoid traps and environmental dangers. A character treats the higher of the two values as the TN and uses the lower as the bonus on the roll.

VERSIcon.png VERS Playtest v20.7 - Online Rule Reference
General Rules Basics
Making a Character Character Profile - Mechanical Aspects (Attributes - Skills - Abilities - Gear)
Gameplay Mental Conflict - Physical Conflict - Social Conflict - Stunts
GM Info NPCs
Optional Rules Not Yet Complete
Gamemastering Not Yet Complete
Storytelling and Drama Not Yet Complete
Advanced Techniques Not Yet Complete
Appendices Example Abilities Fantasy - Psionics - Superheroes
Example Gear Prehistoric to Dark Ages - Medieval to Renaissance - Modern - Sci-Fi
Example NPCs Animals - People - Fantasy - Horror - Sci-Fi