Other Attributes

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While neither purchased directly, nor figured from other attributes, this is simply set based on guidelines for the setting and genre.

Size

Size Example Chart
Rank Height/Length Example
-10 21 mm A large insect
-9 42 mm
-8 84 mm
-7 1.68 cm
-6 3.16 cm
-5 6.25 cm A mouse
-4 12.5 cm A kitten
-3 25 cm A puppy
-2 50 cm A house cat
-1 1 m A child or large dog
0 2 m An adult human
1 4 m A horse, a giant
2 8 m A young dragon
3 16 m An ancient dragon
4 32 m A sea serpent

Size approximates how large or small something is. It’s not a precise method of measurement but instead a rough guide for making estimations. While Size ranks primarily measure the volume of an object, for simplicity a GM should estimate based on height of bipedal creatures or the length for quadrupedal creatures.

Size primarily factors into three areas: Movement, Reach, and Strength. A character’s Movement is equal to 5 + Size + Agility + ½ Athletics. A bipedal character’s Reach is equal to their Size, while a quadrupedal character’s Reach is equal to their Size -1. Finally, a character’s starting Strength is equal to their Size and their maximum Strength is equal to their Size + 5. If a character’s size changes for any reason all of these related characteristics also change to match.


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