Book I - Player Rules

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VERS -> Book I - Player Rules

This "book" contains everything a player needs to make a character and understand the rules of VERS, regardless of genre or tone of the game. VERS is ultimately a very simple system that rides the line between old school arbitration style in which most interactions are handled through improvisation on the spot and a more modern system of basic interactions and functions laid out. This design came about organically as I sought to marry the best parts of new and old game design. Below is an overview of each section.

Chapter 1 - Basics

Not everyone reading this document will have experience with roleplaying, and that's ok. The basics in VERS are very basic, and are the foundation for big things later. If this is not your first RPG, please do not skip this chapter, as this includes more than just an overview of what roleplay is but sets up the underlying philosophies of how they whole thing works.

Chapter 2 - Who is Your Character?

The first step in creating a character is defining who that character is. Characters are not just collections of stats on a piece of paper. They are the representations of people, with all the mental and emotional parts required for that in addition to the physical. This first half of the character creation process is focused on those psychological elements that make a character tick. Don't worry though, its not as difficult as it seems.

Chapter 3 - What Can Your Character Do?

Now that we have an in depth understanding of who the character is, what they believe, and how they act, all we need to do is assign ranks to the mechanical features that define what they can do. This section of character creation can be a bit more challenging as it involves more math and keeping track of Build Point expenditures. That said, players more used to other roleplaying games may find themselves more at home here.

Chapter 4 - Gameplay

With the basic concepts and character creation out of the way, this chapter ties up the loose ends and explains all the ways the previous information interacts to form a framework in which characters and create stories, interacting with each other and the environment.

VERSIcon.png VERS Playtest v19.7 - Online Rule Reference
Book I
Player Rules
Basics What is Roleplaying? - Characters (Ranks, Character Points)
Time (Conflict Driven, Dramatic Time, Flashbacks) - Dice and Rolling
Who is Your Character? Character Concept - Momentum - Talent - Anchor - Motivation - Flaw - Relationships
What Can They Do? Power Source - Power Level - Attributes (Mental, Physical, Social, Figured, Other) - Skills (Skills in Detail)
Advantages (Mental, Physical, Social, Universal) - Abilities (Controlled Effects, Inherent Effects, Aspects) - Gear
Gameplay Combat (Mental, Physical, Social) - The Chase - Stunts - The Environment
Book II
GM Information
Optional Rules Complex Combat (Attack Locations, Stances, Fatigue and Energy, Damage Trackers)
Rules Add-Ons, System Tweaks, System Overhauls
Storytelling and Drama
Advanced Techniques
Antagonists Antagonist Creation (Sentient or Beast, Building Blocks) - Hierarchies of Villains (Minions, Grunts, Elites, Nemesis)

The Cause (True Evil, Evil for a Good Cause, Social Evil, The Players are Evil?, The Rival)

Book III
Gear Examples