Mental Attributes

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

The first group of attributes describes how a character’s mind works. How fast can she do complex arithmetic? How easily can she solve intricate puzzles? How much trouble does she have ignoring distractions?


Logic is the attribute that represents a character’s raw mental power. It measures the purely mathematical part of intelligence that allows a person to do difficult computations and follow complex directions. Characters who excel in Logic are often quick to deduce obscure facts from small observations. They also typically have no problem learning new concepts and methods or thinking about abstract ideas. Still, unless they also have high ranks in Intuition, they are unlikely to entertain ideas outside of a relatively well-understood world-view, which often makes them poorly suited to discovering new knowledge or ideas.


Intuition is the attribute that represents a character’s mental finesse. It measures the non-logical parts of intelligence, such as creativity, emotional awareness, and “gut reactions.” Characters with high Intuitions are often more creative, quick-witted, and rarely caught without an answer for the situation at hand. They also tend to be keenly perceptive. Those in knowledge and craft related professions gravitate toward invention and discovery of new ideas, while those of a less artistic or philosophical bent are still drawn to the romantic notions of stories and craftsmanship.


Resolve is the attribute that represents a character’s mental resistance. It measures the ability to maintain focus even in chaotic environments, resist temptation, and to force the body to action beyond the limits of normal endurance. It is, in essence, single-minded desire toward some specific end. Characters that possess many ranks in Resolve are often hard to persuade or dissuade, stubborn both in virtue and vice and as unlikely to heed the advice of others as they are their insults. A willful character charts their own course, be it one for triumph or disaster. They are also unlikely to need a shoulder to cry on, tending to prefer to keep their problems to themselves.

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