Figured Attributes

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VERS -> Book I - Player Rules -> What They Can Do -> Attributes -> Figured Attributes

Some attributes are independent and describe a unique facet of an individual while other attributes describe qualities that are functions of other qualities. VERS refers to these as figured attributes, and their ranks are not determined by purchase but by calculating them based on the character’s ranks in her core attributes.


Discipline is the attribute that describes a character’s ability to avoid both social and mental attacks as well as act against certain mental and social anchors and flaws. It may be cultivated through training as a soldier or athlete would, or may simply manifest as a natural talent. A character’s ability to ignore distractions and shrug off disheartening experiences is greatly influenced by both their mental fortitude and their ability to stay calm under pressure. For this reason, Discipline is the sum of Resolve and Composure.

Whenever an character faces a situation that would challenge his Focus or his Morale he rolls his Discipline, either as an active roll (if an enemy is trying to intimidate him) or as a passive roll (trying to study a tome of magic in a noisy tavern). Discipline does not power any skills, it is used by itself and is considered an Reactive Roll.


Dodge is the attribute that describes a character’s ability to avoid physical damage. This may manifest as a small movement like turning at just the right time, or it may involve something much bigger like diving away from a grenade; whatever is appropriate for the game setting and situation at hand. A character’s ability to Dodge is greatly influenced by both her situational awareness and her general dexterity. In essence a character cannot dodge an attack she cannot sense coming, nor can she dodge an attack coming faster than she can move. For this reason, Dodge is the total of a character’s Intuition and Agility.

Whenever a character faces an attack or other physical danger roll her Dodge, either as an active roll (dodging an attack) or as a passive roll (leaping out of the way of a rockslide). Dodge does not power any skills, it is used by itself and is considered an Reactive Roll.


A character’s Movement measures how far they can move in a simple action while in combat. This base Movement takes the form of the most appropriate type for the character in question, such as running for a terrestrial creature, flying for a bird or bat, or swimming for a fish or dolphin, for examples. Exotic types of Movement like teleportation cannot be the base Movement type without GM permission.

If a character changes forms for some reason, and the new form would have a different primary Movement then the character would simply shift his standard base Movement to the new type for the duration of the time in the new form. In other words, instead of becoming a hawk who can sprint 8 meters per simple action and can’t fly at all, the character would instead transfer her run speed of 8 meters per simple action into a fly speed of equal ranks and have their run speed reduced to 0.

Starting Movement is equal a number of meters per simple action equal to 5 + Agility + Size + Athletics. Assuming a human character, climbing, crawling, and swimming all have a rank equal to half of this. Human characters consider flying, teleportation, tunneling, and phasing through matter (to name a few) to be exotic forms of movement.

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