VERS:Figured Attributes: Difference between revisions

From OGC
Jump to navigation Jump to search
No edit summary
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
'''[[VERS]] -> [[Book I - Player Rules]] -> [[What They Can Do]] -> [[Attributes]] -> {{PAGENAME}}'''
----
{{tocfloatleft}}


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 ==
Discipline is the attribute that describes a character’s ability to avoid both [[Social Combat|social]] and [[Mental Combat|mental attacks]] as well as act against certain mental and social [[Who Your Character Is#Anchor|anchors]] and [[Who Your Character Is#Flaw|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 Attributes#Resolve|mental fortitude]] and their ability to [[Social Attributes#Composure|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 ==
Dodge is the attribute that describes a character’s ability to avoid [[Physical Combat#Dealing Physical Damage|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 [[Skills in Detail#Perception|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 [[Mental Attributes#Intuition|Intuition]] and [[Physical Attributes#Agility|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.
== Movement ==
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 [[Inherent Effects#Movement|Movement]] like teleportation cannot be the base Movement type without GM permission.
If a character [[Controlled Effects#Transform Self|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 + [[Physical Attributes#Agility|Agility]] + [[Other Attributes#Size|Size]] + [[Skills in Detail#Athletics|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.
{{VERSBottomNav}}

Latest revision as of 09:09, 7 April 2021