Mental Advantages

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VERS -> Book I - Player Rules -> What They Can Do -> Advantages -> Mental Advantages


Mental Advantages
Advantage Description CP
Common Sense Once per episode get guidance 2
Danger Sense Free Insight roll before ambush 2
Encyclopedic Knowledge Get roll Logic +2 for any Expertise roll 10
Language Know other languages 1
Perfect Mind Bonuses to certain tasks 1
Sneak Attack Tricky moves give bonuses 10

These advantages focus on the power of the mind and the edge that a keen intellect and cunning insight offers a character. These types of advantages are great for those characters who derive their powers from mental acumen, like engineers, doctors, and scientists, although they are also good fit for any character who takes a more cerebral approach to their problems.

Common Sense

Common Sense is the innate ability to judge whether a course of action is foolish or not, and a character with this advantage has been graced with this talent. Perhaps it’s inborn, or perhaps it’s hard-won after a lifetime of mistakes, but either way, a character with Common Sense can, once per episode, ask the GM whether they are heading in the wrong direction, or about to start a series of events that might have unforeseen consequences. The GM may only answer with a single word response. Common Sense is 2 CP.

Danger Sense

Some characters have a knack for sensing a trap or other danger. Maybe it’s a certain smell in the air, or the sudden quiet where there had just been birds singing, or just a simple feeling that something isn’t right. Whatever it is, a character with Danger Sense gets an automatic Intuition + Insight roll just before a trap or ambush is sprung, regardless of if it is a physical danger like a literal ambush or a social trap, like a trickster trying to get the character to speak ill of the King in his own court. This roll should be made by the GM so as to not tip the players to the dangers if they fail. Danger Sense costs 2 CP.

Encyclopedic Knowledge

A character with the Encyclopedic Knowledge advantage has the remarkable ability to remember large amounts of information. Rarely is this information as well ordered and thoroughly memorized as an expert in the field would have, but it is enough to remember the answer to the obscure riddle or that in the Cthulhu mythos being buried face down means they were a witch. The character acts as if they have 2 ranks in any Expertise skill. If a character already has ranks in a Expertise skill, this gives them a +2 bonus. Encyclopedic Knowledge costs 10 CP

Language

The Language advantage gives the character the ability to communicate in different dialects and tongues. Language allows the person to both read and speak the language. Just as real people can know multiple languages, characters can also purchase the Language advantage multiple times, each representing a different language known. A character can know a number of languages equal to twice their Logic.

Every character gets their native language free at character creation, which includes literacy unless the setting would prohibit that, such as a historical or sword and sorcery style settings. Languages that use alternate character sets, such as Russian or Chinese also includes the ability to read and write those characters as well, again unless it is not normal for the setting for some reason. Language costs 1 CP per Language.

Language and Linguistics

Languages are naturally arrayed into language families based on similarities between the languages, both in grammatical structure and the glossary of words. Languages that are close enough to be in the same language family can be partially understood by other speakers of the same family through common words and syntax. This is represented as a Linguistics roll at a -4.

Likewise, multiple families can be grouped together into a larger family (or super-family). This larger group is more tenuously connected than a family, but all the languages in that super-family still come from a common ancestor language, and share enough similarities that with difficulty (an Intuition roll with a -8 penalty) communication can be achieved. Collections of super-families also exist. These macro-families are linguistically important or interesting, but mechanically do nothing.

Sometimes when two languages come into contact for a long time they mix and form a new language, often referred to as a pidgin or a creole. These languages are distinct from both of their parent languages, but can be understood by a speaker of either with effort (an Intuition -2 roll). Each setting should define its language tree, and an example for Earth is included in the appendices.

Perfect Mind

With Perfect Mind, the character has an innate sense for some commonly occurring but difficult knowledge, such as time, distance, pitch, direction, calculations, or even memory. The character must choose one of these things (or something similar) as the subject of their perfect knowledge, and they get a +2 bonus to any roll that involves that subject (GM discretion). Perfect Mind costs 1 CP, and can be purchased multiple times, once for each type of knowledge.

Sneak Attack

Surprise attacks, like ambushes and feints have the added bonus of not just hurting an opponent but confusing and demoralizing them as well. A character with the Sneak Attack advantage who successfully manages to attack an unaware target or succeed on a Deception (or similar) roll to feint gets half of the physical damage they do to both Focus and Morale. Sneak Attack costs 10 CP.


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
Gamemastering
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
Appendices
Gear Examples