Difference between revisions of "Attributes"

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'''[[VERS]] -> [[Book I - Player Rules]] -> [[What They Can Do]] -> {{PAGENAME}}'''
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'''[[VERS]] -> [[Making a Character]] -> [[Mechanical Aspects]] -> {{PAGENAME}}'''
 
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Attributes are the character's inborn talents, and reflect what they are good at before education, training, or practice (those are skills). Attributes are relative, meaning that each rank is just a representation of difference from the average, not a hard, absolute value with a concrete meaning. The average for all attributes is 0, and characters can have attributes above and below 0, meaning they are better or worse than average. Characters can “sell back” attributes at character creation, giving their characters a negative rank and getting back build points. No player character should have more than a -2 in any attribute, although the decision is ultimately with the GM.
! colspan="4" style="text-align: center; font-weight:bold; background-color:#445016; color:#ffffff; border-width: 0;" | Attribute Matrix
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|-
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| style="background-color:#bec8b7; color:#ffffff; border-width: 0;" |
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| style="font-weight:bold; background-color:#bec8b7; border-width: 0;" | Mental
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| style="font-weight:bold; background-color:#bec8b7; border-width: 0;" | Physical
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| style="font-weight:bold; background-color:#bec8b7; border-width: 0;" | Social
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|-
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| style="font-weight:bold; border-width: 0;" | Power
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| style="border-width: 0;" | Logic
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| style="border-width: 0;" | Strength
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| style="border-width: 0;" | Presence
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|-
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| style="font-weight:bold; background-color:#bec8b7; border-width: 0;" | Finesse
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| style="background-color:#bec8b7; border-width: 0;" | Intuition
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| style="background-color:#bec8b7; border-width: 0;" | Agility
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| style="background-color:#bec8b7; border-width: 0;" | Charisma
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|-
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| style="background-color:#ffffff; font-weight:bold; border-width: 0;" | Resistance
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| style="background-color:#ffffff; border-width: 0;" | Resolve
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| style="background-color:#ffffff; border-width: 0;" | Stamina
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| style="background-color:#ffffff; border-width: 0;" | Composure
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|}
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Attributes are the most basic building block of any character and represent the inborn aptitude a character has without regard to what the character may have learned throughout her life. Altogether there are nine attributes which are split into a three by three matrix based on whether they are physical, mental, or social (the columns) or whether they represent power, finesse, or resistance in those categories (the rows).
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When progressing a character after character creation, each new rank costs Character Points equal to the new rank times 3. In other words, to go from Strength 2 to Strength 3 costs 9 CP. To go up to 4 afterwards will cost another 12 CP. Note, these increases must progress through each step. The character cannot go from 2 straight to 4 and only pay 12 CP.
  
=== Increasing Attributes ===
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Attributes form the Target Number for any skill roll a character needs to make. This TN is equal to twelve minus the attribute rank, (negative attributes raise the TN instead) and the roll succeeds if it rolls equal to or greater than that number.
  
Attributes start at 0 at character creation, which is the human average. A character can "sell off" ranks of attributes in order to go into negatives if they want, which grants them additional ranks to work with.
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Attributes are divided into a 3x3 matrix based on what function they play and what part of the character they govern. The columns are Mental, Physical and Social, and the rows are Power, Finesse, and Resistance. The nine Attributes basically describe the different conjunctions of these rows and columns.
  
The range of 1 to 2 ranks would be considered above average. These would be the people who stand out to us as good workers or always on top of their tasks. They tend to gravitate toward key positions in life because they are the best equipped to handle them. With few exceptions, most of the important NPCs in the world have attributes in this range.
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== Mental ==
  
The range of 3 to 4 represents paragons of talent far in excess of the average and would be used for someone who stood out as an exemplar even in their respective fields. Attributes in this range are mostly reserved for player characters and major enemy characters. If any NPC characters have attributes in this range they are considered among the best of the best.
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* '''Logic:''' The Mental Power attribute, Logic deals with raw computational intelligence, memorization of facts, and understanding abstract ideas.
  
A 5 is the pinnacle of natural human potential, a legend among legends and likely considered the greatest of a generation. Think Einstein and Newton here. Not just great physicists but ones that single handedly changed our fundamental views of the world. The world only has a few people of rank 5 in it at any one time. Rank 5 and above is entirely the realm of the player characters.
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* '''Intuition:''' The Mental Finesse attribute, Intuition deals with creativity, emotional intelligence, and pattern recognition.
  
When progressing a character after character creation, each rank costs progressively more than the last, with rank 1 costing 3 CP, rank 2 costing 6 CP, etc. A shorthand way to describe this progression as “3 x new rank” or “three times new rank”. Purchasing the natural maximum for the setting (typically the fifth rank) or above costs twice as much per rank (6 x new rank).
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* '''Resolve:''' The Mental Resistance attribute, Resolve deals with a character's willpower, their ability to focus, and their ability to withstand temptations.
  
=== Mental Attributes ===
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== Physical ==
  
[[Mental Attributes]] are the first group of attributes, and they describe 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?
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* '''Strength:''' The Physical Power attribute, Strength measures a character's ability to lift, pull, and push objects. The only attribute with a real world measurement possible, although GMs are encouraged to keep it loose.
  
=== Physical Attributes ===
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* '''Agility:''' The Physical Finesse attribute, Agility measures both a character's fine and gross motor control, as well as their reflexes.
  
[[Physical Attributes]] determine how a character interacts with the physics of the world. Can she pick up that object? How does she move? How long can she hold her breath?
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* '''Stamina:''' The Physical Resistance attribute, Stamina measures a character's ability to shrug off pain, fight off disease, and endure prolonged work or exercise.
  
=== Social Attributes ===
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== Social ==
  
[[Social Attributes]] describe the details of how a character interacts with others. Does he command attention wherever he goes? Does she have a way of engendering confidence and trust to those she speaks to? Is he hard to embarrass or slow to anger?
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* '''Presence:''' The Social Power attribute, Presence is a measure of the character's ability to draw attention to themselves and bend the wills of others.
  
=== Figured Attributes ===
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* '''Charisma:''' The Social Finesse attribute, Charisma is a measure of the character's ability to subtly manipulate and attract others.
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* '''Composure:''' The Social Resistance attribute, Composure is the character's ability to retain their wits in difficult situations, as well as resist the manipulation and intimidation of others.
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== Figured Attributes ==
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* '''Discipline:''' The combination of Composure and Resolve, Discipline is a measure of one's ability to withstand situations and events that frighten, demoralize, distract, or otherwise affect the character's mind and emotions. A character treats the higher of the two values as the TN and uses the lower as the bonus on the roll.
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* '''Dodge:''' The combination of Intuition and Agility, Dodge is a measure of a character’s reflexes, allowing them to evade physical attacks, avoid traps and environmental dangers. A character treats the higher of the two values as the TN and uses the lower as the bonus on the roll.
  
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.
 
  
=== Other Attributes ===
 
  
While neither purchased directly, nor figured from other attributes, [[Size]] is simply set based on guidelines for the setting and genre.
 
  
 
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Latest revision as of 18:55, 1 July 2020

VERS -> Making a Character -> Mechanical Aspects -> Attributes


Attributes are the character's inborn talents, and reflect what they are good at before education, training, or practice (those are skills). Attributes are relative, meaning that each rank is just a representation of difference from the average, not a hard, absolute value with a concrete meaning. The average for all attributes is 0, and characters can have attributes above and below 0, meaning they are better or worse than average. Characters can “sell back” attributes at character creation, giving their characters a negative rank and getting back build points. No player character should have more than a -2 in any attribute, although the decision is ultimately with the GM.

When progressing a character after character creation, each new rank costs Character Points equal to the new rank times 3. In other words, to go from Strength 2 to Strength 3 costs 9 CP. To go up to 4 afterwards will cost another 12 CP. Note, these increases must progress through each step. The character cannot go from 2 straight to 4 and only pay 12 CP.

Attributes form the Target Number for any skill roll a character needs to make. This TN is equal to twelve minus the attribute rank, (negative attributes raise the TN instead) and the roll succeeds if it rolls equal to or greater than that number.

Attributes are divided into a 3x3 matrix based on what function they play and what part of the character they govern. The columns are Mental, Physical and Social, and the rows are Power, Finesse, and Resistance. The nine Attributes basically describe the different conjunctions of these rows and columns.

Mental

  • Logic: The Mental Power attribute, Logic deals with raw computational intelligence, memorization of facts, and understanding abstract ideas.
  • Intuition: The Mental Finesse attribute, Intuition deals with creativity, emotional intelligence, and pattern recognition.
  • Resolve: The Mental Resistance attribute, Resolve deals with a character's willpower, their ability to focus, and their ability to withstand temptations.

Physical

  • Strength: The Physical Power attribute, Strength measures a character's ability to lift, pull, and push objects. The only attribute with a real world measurement possible, although GMs are encouraged to keep it loose.
  • Agility: The Physical Finesse attribute, Agility measures both a character's fine and gross motor control, as well as their reflexes.
  • Stamina: The Physical Resistance attribute, Stamina measures a character's ability to shrug off pain, fight off disease, and endure prolonged work or exercise.

Social

  • Presence: The Social Power attribute, Presence is a measure of the character's ability to draw attention to themselves and bend the wills of others.
  • Charisma: The Social Finesse attribute, Charisma is a measure of the character's ability to subtly manipulate and attract others.
  • Composure: The Social Resistance attribute, Composure is the character's ability to retain their wits in difficult situations, as well as resist the manipulation and intimidation of others.

Figured Attributes

  • Discipline: The combination of Composure and Resolve, Discipline is a measure of one's ability to withstand situations and events that frighten, demoralize, distract, or otherwise affect the character's mind and emotions. A character treats the higher of the two values as the TN and uses the lower as the bonus on the roll.
  • Dodge: The combination of Intuition and Agility, Dodge is a measure of a character’s reflexes, allowing them to evade physical attacks, avoid traps and environmental dangers. A character treats the higher of the two values as the TN and uses the lower as the bonus on the roll.



VERSIcon.png VERS Playtest v20.7 - Online Rule Reference
General Rules Basics
Making a Character Character Profile - Mechanical Aspects (Attributes - Skills - Abilities - Gear)
Gameplay Mental Conflict - Physical Conflict - Social Conflict - Stunts
GM Info NPCs
Optional Rules Not Yet Complete
Gamemastering Not Yet Complete
Storytelling and Drama Not Yet Complete
Advanced Techniques Not Yet Complete
Appendices Example Abilities Fantasy - Psionics - Superheroes
Example Gear Prehistoric to Dark Ages - Medieval to Renaissance - Modern - Sci-Fi
Example NPCs Animals - People - Fantasy - Horror - Sci-Fi