Most skill rolls will not qualify as mental conflict. To actually use these rules the attacker either has to have intention to confuse, delude, or otherwise cause Focus damage to the target, or their actions are ruled to have this effect by the GM. Mental combat is a fairly unique playstyle, but trying to use these rules for normal actions often leads to situations in which the gameplay does not fit the action in the story, coming across as tedious and contrived, not interesting.
The mental conditions are, in order from least to greatest, distracted, flustered, disoriented, and distraught. Distracted and flustered both have two slots, while disoriented and distraught each only have one. For a better description for roleplaying these conditions, see below.
- Distracted: The distracted condition applies if the net EV is between 0 and 2. This is the equivalent of a small diversion of attention, the “hey what's that?” or something similar. Conditions at this level do not impose a penalty on recovery actions.
- Flustered: The flustered condition applies when the net EV is between 3-5. This is the shock of a sudden betrayal, that “et tu Brute?” moment where the character is uncertain of their action for just a split second. Characters take a -1 penalty to all Skills for each condition at this level until the condition is recovered. Recovery Actions take a -1 penalty if this is the highest level Focus condition the character has.
- Disoriented: The disoriented condition applies when the net EV is between 6-8. This is the equivalent of seeing your best friend severely injured, or a character watching in mute horror as the enemy overruns your position. The classic “deer in headlights” level of disbelief. In addition, due to the trauma, any use of skills takes an additional -2 penalty until the condition is recovered. Recovery Actions take a -2 penalty if this is the highest level Focus condition the character has.
- Distraught: This condition applies when the net EV is greater than 9. A character whose Focus is so afflicted is essentially disabled, being too confused to function, overwhelmed by the awesome events transpiring around them. A character with the disarrayed condition can still make actions, although they are restricted to a single action per turn, take a -4 penalty to the action, and must make a Discipline roll to stay conscious. Recovery Actions take a -4 penalty if this is the highest level Focus condition the character has.
|VERS Playtest v20.7 - Online Rule Reference|
|Making a Character||Character Profile - Mechanical Aspects (Attributes - Skills - Abilities - Gear)|
|Gameplay||Mental Conflict - Physical Conflict - Social Conflict - Stunts|
|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|