recursal/Fanatic-Fandom huggingface dataset:
Path of the Brawling Weapons

The Path of the Brawling Weapons trains you to maximize the lethality of hand-to-hand combat weapons.

**Requirements:** Brawling Specialist (Armed) AND Path completion of Path of the Fighter

**Path Completion Bonus**: You gain an additional +20 Accuracy and +2 damage with Brawling Weapons.

**Brawling Full Swing**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: 3 Actions

Make an attack with a Brawling weapon against every adjacent enemy, using the same damage roll for each attack. You are then staggered.

**Brawling Defense Breaker**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Attack, 4 Vim

This ability can be used when attacking with a Brawling weapon. The target is staggered.

**Brawling Parrying**

**Prerequisite**: **Parry** (**Explorer**)

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Passive

*You make a retaliating glancing strike when you parry.*

When you successfully **Parry** with a Brawling weapon, you may make an attack against this target with a Brawling weapon. This attack deals half damage.

**Brawling Retaliation**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: 3 Vim

This ability may be used after being hit by a melee attack. Make an attack with a Brawling weapon against your attacker. This ability may be used once per attack.

**Brawling Stun**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Brawling weapon. This attack deals half of its normal damage, but also deals 3 stun damage with impact.

**Dagger Fist**

**Cost**: 400 XP

**Expedited for**: Rage, Alacrity

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Brawling weapon. This attack also deals 3 **bleed** damage.

**Serpent Strike**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: 2 Actions

Move up to 1 meter then make an attack with a Brawling weapon. After your attack, you may move up to 1 meter.

**Swift Brawling**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: 2\* Actions, 3 Vim

This ability can be used if you have a Brawling weapon in each hand. Make an attack with each weapon. You may choose to spend an extra Action on this ability. If you do, make a third attack using either weapon. The attacks can have the same or different targets.
Path of the Polearm Weapons

The Path of the Polearm Weapons trains you to use distance and reach to ensure tactical advantage.

**Requirements:** Polearm Specialist (Armed)

**Path Completion Bonus**: You gain an additional +20 Accuracy and +2 damage with Polearm Weapons.

**Piercing Polearm**

**Cost**: 400 XP

**Expedited for**: Finesse, Rage

**Activation**: Attack, 3 Vim

*You open up your target to your allies' attacks.*

Until the start of your next turn, when an ally attacks your target (of this attack), your ally’s attack ignores Armor if they roll doubles on the damage roll.

**Polearm Defense Breaker**

**Cost**: 400 XP

**Expedited for**: Finesse, Rage

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Polearm weapon. After the attack resolves, your target loses 3 Vim for each empty hex between you and your target.

**Polearm Grip**

**Cost**: 400 XP

**Expedited for**: Finesse, Rage

**Activation**: Passive

Melee weapons you wield reach 1 meter farther than they normally would. This ability may be toggled on or off during a Respite as a Free Action. You may have one Grip active at a time.

**Polearm Full Swing**

**Cost**: 400 XP

**Expedited for**: Finesse, Rage

**Activation**: 3 Actions, 1 Reaction

You may move up to 3 meters. Then make an attack with a Polearm weapon. This attack deals an additional 2d6 damage.

**Polearm Block**

**Prerequisite**: **Shield** **Block** (**Defender**)

**Cost**: 400 XP

**Expedited** **for**: Finesse, Rage

**Activation**: Passive

You may use your Polearm weapon to **Shield** **Block**. It has a Shield bonus equal to your Dexterity.

**Polearm Parrying**

**Prerequisite**: **Parry** (**Explorer**)

**Cost**: 400 XP

**Expedited for**: Finesse, Rage

**Activation**: Passive

When you **Parry** with a Polearm weapon, gain +10 Accuracy. If you are not adjacent to the attacker, this bonus increases to +30 Accuracy.

**Press Forward**

**Cost**: 400 XP

**Expedited for**: Finesse, Rage

**Activation**: 1 Reaction

This ability is usable immediately after making a Polearm weapon attack. Move up to 3 hexes toward your target.

**Strike and Retreat**

**Cost**: 400 XP

**Expedited for**: Finesse, Rage

**Activation**: 1 Reaction

This ability is usable immediately after making a Polearm weapon attack. Move up to 3 hexes away from your target.
Scarlet Syndicate

The Scarlet Syndicate are the Queen's Resistance here in Anax, specializing in espionage and political intrigue. They are the Queen’s eyes and ears over the continent of Anax creating bonds between the queen and all the factions of Anax in an effort to bring them together in hopes of one day taking back Ithosha from King Rolft

**Notable Members:**

* Taldier
* Wrath
* Jirar
* Leopold
* Theo
* Sir Thomas
Grapple

Grappling is an advanced combat maneuver introduced by the Course of Contenders.

## Initiating a Grapple

Whenever you would declare a basic melee attack and the following conditions are met, you may declare it to be a **grapple**:

* You have at least one free hand
* The target is within your Unarmed/natural Reach
* The target (plus any other creatures you are grappling) occupy no more than STR hexes

When a grapple is declared, the grappler rolls a STR check contested by either a STR or AGI check from the target (their choice). The grappler takes a -6 penalty to their STR check if they use only one hand. If the grappler's check meets or exceeds the target's roll, the target becomes grappled and the grappler gains the grappling condition. The grappler's STR check result becomes the Grapple Power.

A grapple attempt replaces the melee attack; no damage is dealt.

A grapple automatically and immediately breaks if any of the original conditions are no longer met or if the Grapple Power becomes 0 or less.

## Resisting a Grapple

When a grapple is initiated, the target has the potential to gain several bonuses:

* For every Evade applied, instead of its normal effect, gain +6 to the check to resist
* For every Alert applied, instead of its normal effect, gain +3 to the check to resist
Languages

These are the languages of the canonical setting.

### Amnean

Amnean is the common tongue of Amnis, spoken natively by humans, elves, and halflings. All player characters begin play knowing this language. Amnean was derived from Gilian.

### Gilian

Gilian (gɪl'iːɛn) is the native language of the elves. It derives from "Gaeaen," an old word in a proto-language meaning "tongue of the land." Gilian is spoken natively by most elves and some half-elves, and is especially preserved in the rural parts of Newinter and the coastal regions of Gristan. Gilian is similar in form and sound to the real language of Gaelic.

### Krott

Krott is the language spoken natively by orcs. It is a harsh consonantal language with many short, sharp sounds, and includes several velar and glottal consonants not found in the English language.

### Runic

Runic is the dead language of the Creators. Ancient Runic writing can be found throughout the solar system, such as inscribed into stones in the Tributaries.

### Zrevkh

Zrevkh is the native language of dwarves and gnomes. It is a complicated language with a large vocabulary that can get very specific. Zrevkh would sound similar to the combination of real languages of Russian, Finnish, and German.
Area of Effect

An Area of Effect (AoE) ability targets an area rather than a creature. See Area Effects for visualizing the shape of areas.

When an Area of Effect ability narratively extends from its center, any Cover prevents that AoE from extending to hexes that the center doesn't have line of sight to.

## FAQ

### What's the Accuracy of this AoE?

All AoEs should specify an Accuracy or another means of resolving the effect. If there is no Accuracy listed, please report the problem. In the meantime, you can estimate the Accuracy using a relevant attribute as the weapon attribute. Usually this means:

* SPI for spells
* WIS for tinker designs
* STR for melee abilities
* DEX for physical ranged abilities

### Can I defend with...?

#### Can I Evade an AoE?

Sometimes. In order to Evade an AoE, you must have a hex adjacent to you that is unaffected by the AoE. Narratively, you move out of the AoE into that hex and then move back into your original hex. Evasion may also be prohibited when specified for certain abilities.

#### Can I reduce an AoE's effect using Alert or glancing blows?

Sometimes. You can use Alert on an AoE effect when you would be able to Evade it (see above) If an AoE cannot be evaded, it is always a direct hit.

### Can I protect an ally from an AoE?

Protection abilities which redirect attacks treat each AoE target (hex) as a separate attack. For example, using Guard and Protect (Defender) to protect an ally from an AoE which affects both of you results in you taking the AoE's effects twice: once for yourself and once for your ally.

### How do AoEs affect large targets?

Targets larger than 1 hex receive damage for each hex they occupy. In order to Evade, the creature must be able to move 1 hex such that they are **completely** unaffected by the AoE. To use Alert or apply the effects of a glancing blow, they must be able to move 1 hex such that they are **partially** unaffected by the AoE. Each hex's damage is treated as a separate attack for the purpose of Alert and Armor. For effects which require a check, only one check is made.
Ewox An

Ewox An is the native planet of the orcs. It is 60 million miles from Bel, the closest planet to the sun, with an orbit of 183 Amnean days and a day cycle of 183 Amnean days. Ewox An has a radius of approximately 6,000 miles. It has one moon, Mukt, which is approximately 2,000 miles in radius.

Described as "the hot planet," Ewox An is a tumultuous and dangerous place. On any given year, some part of Ewox An is at war with itself. No existing empires have been around long enough to be notable in major historical records. There are few tinkers on Ewox An, partially owing to the strong tendency for technology to break in the climates present on Ewox An.

## Geography

On the largest land mass, 6,000 miles wide and 4,000 tall, is a ring of mountains which encircles the center half of the land. In the center of that ring, among a deep valley of ocean and tropics, are three taller mountains, surrounding the valley at the center of the world. This land mass is marred with several rivers and lakes that look like cracks in an otherwise round body. An additional mountain range runs vertically along the eastern coast and is surrounded by many miles of desert. The northern and southern tips of this land mass becoming increasingly more frozen tundras while the center of the land mass sits along the equator. Surrounding the largest land mass are twelve major continents of varying shapes and sizes ranging from 200 to 1,000 miles in radius. Each continent has a single volcanic mountain on it, though none are as tall as the three mountains in the center of the world. These continents vary in climate, ruggedness, and distance from the center land mass. The rest of the world is vast ocean except for a few much smaller islands, some of which are located near to the twelve major continents.

## Notable Flora

Ewox An is known to have many carnivorous flowers, leather vines, ents, and yellowgrass.

## Notable Fauna

Ewon An is home to many dinosaurs, sea serprents, primeval sea monsters, desert beetleworms, giant spiders, powerderbugs, giant turltes, hellhounds, and rockcolossi.
Course of Flux

The Course of Flux introduces basic rules for narrative modifiers.

**Course Requirements**: Heroism

**Prerequisite for**: Deltas

## New Rules

This course introduces these concepts:

* Flux is a system for handling how the narrative modifies a creature's ability to do something
* Tides are a type of Flux that describe a creature's personality traits
* Grates are a type of Flux that describe a creature's personality flaws
* Dams are a type of Flux that represent a permanent value of your character
* Critical Moments can impact a character's Flux

### Flux in Character Creation

When this Course is taken, every player chooses 1-3 Tides and 1-3 Grates for their character. For advanced campaigns starting with this Course unlocked, this step happens during Character Creation.
Health

Your health represents your physical well-being and how near or far you are to being knocked out or dying.

Your maximum Health (HP) is **20 + Level + 3 times Strength**. When you take damage, you lose Health. If your HP reaches 0, you are knocked out (or die, depending on your genre, though you may ask for mercy if you would die and don't consent to your character's death).

You cannot have negative HP. Damage which would bring you below 0 instead brings you to 0 HP.

### The Narrative of HP

Counter to popular belief, HP does not stand for "hit points," but rather, "Heroic Potential." In your stories, HP loss does not need to map directly to injuries sustained, but can instead be representative of the chance of taking a serious wound. Your Heroic Potential accounts for your luck as a hero, and the protection of the universe as an important character with a fate larger than dying in obscurity. Healing magic casts more of this protection onto you, and a physician's care heightens your senses just enough to nearly avoid that next bullet. Referring to HP as "Health" is then (sometimes) a shorthand based on common gaming tropes.

As you play Vennt, you don't need to describe HP loss as actual injury; instead, it can foreshadow the possibility of the protagonist's defeat, building dramatic tension for the final injury to 0 HP where the hero does in fact become grievously injured or die.
NPCs

Players aren’t the only creatures in the universe, and will therefore encounter others from time to time. These non-player characters (NPCs) range from hostile to helpful and usually have their own agendas and desires.

### **NPCs in the Party**

The party may sometimes want to recruit the help of other creatures. This should be done through roleplaying, and the NPC(s) who tag along should have a reason for doing so (for example, the PCs promise to help them in return, or they share similar goals, or the NPC has an ulterior motive). There is no limit to the frequency, duration, or number of other adventurers joining the party. However, NPCs in the party should be as much a hindrance as a benefit. For example, they could help in combat, but injury to them would create complications on the Quest. The GM may also choose to reduce XP gains by 20% per NPC in the party. In this way, the PCs are slowing down their own progression by working with others. Sometimes this is desirable; ideally it will persuade both parties to stay together while doing so is beneficial to all and splitting up when it is not.

### **Making NPCs (Narrative)**

To quickly make an NPC, roll once on each of the following tables or choose a detail directly, as needed.

**Origin/Gender**

**Profession**

**Personality**

**Likes/Dislikes**

**Likes/Dislikes**

### **Quick NPCs (Stats/Abilities)**

When an NPC’s abilities are brought into question unexpectedly, use the following guideline, based on their Level (L):

**Accuracy:** 5 \* L

**Damage**: Ld6

**Health/Vim**: 20 + 2L

For **spellcasting**: the NPC can cast simple spells at will and difficult spells once per Encounter; they always succeed at half-cast spells and roll 3d6 + L/2 for normal casts. NPCs can't twice-cast spells.

For **Attribute checks**, if the NPC would be good at it, use 11 + L/2. Otherwise, use 7 + L/4.

The NPC also has access to any abilities that a PC who has the same Level and interests would be likely purchase.

**See also:** abstracted combat in the Course of Foes.
Grates

Grates are a type of Flux that are always negative and typically can only be **compelled**, though your GM may allow you to **invoke** a Grate under special circumstances.

Every character has some room for personal growth --- this is what makes them a complex person. These Grates are the parts of you that you can’t easily give up --- for one reason or another, these personality traits stick with you, and this causes problems for you and those around you. When possible, try to choose Grates that define different aspects of your personality than your Tides. This helps add depth to your character’s personality.

## Gaining Grates During Character Creation

If your group has played with the Course of Flux before, you may choose to start a campaign with the Course of Flux unlocked and thus gain Grates at Character Creation.

Choose 1-3 Grates, either from the table below or by working with the GM to come up with your own. It is important that you share this information with the GM so that they can construct a personalized adventure for you.

For your first Grate, you lose -1 to an Attribute of your choosing based on this Grate. For example, if you are passive and yielding, perhaps you lose Agility, or if you have loose morals, perhaps you lose Wisdom.

If you take 3 Grates, you gain +1 to an Attribute of your choosing, based on which Grates you selected. For example, if you overthink everything, perhaps you gain Intelligence, or if you are short-tempered, you might gain Strength. Collaborate with your GM on this decision.

Grates can be changed like Tides, but this requires special circumstances or abilities that you may discover through play.

## Available Grates

You may make your own Grate, but check with the GM first.
Consumables

Unless otherwise specified, every consumable item:

* Costs **1 Reaction** to consume, use, or activate
* Takes up 1 Bulk
* Cannot stack effects with itself (or versions of itself of a different quality), for items which provide a lasting benefit

Consumables are divided into three types of rarity. **Mundane** consumables can be purchased in most civilizations. **Unusual** consumables are only purchasable if you know a guy who knows a guy, although adventurers can often find what they need in the back alleys of any city. **Rare** consumables cannot be sought out, though the party may acquire these items through special vendors or as rewards during adventuring. An item's rarity is subject to GM discretion and your campaign's setting.

Consumables can be sold back at half of their base cost.

See also Equipment and Item Containers.

# Basic Consumables

 Arcanite, Shard
 Curio, Double-Cast

# Course of Damages

 Shot, Rage
 Shot, Stim

# Base Course Set

With the Base Course Set unlocked, you may introduce the following effects to existing consumables:

* While under the influence of Rust, creatures now gain the temporary Grate, "Under the Influence of <*ability*>", which has double the normal effect for black market Rust.
* [Content warning: drug abuse] Optionally, alcohols and potions can lead to Addiction if your group consents to using those rules. See safety and consent before introducing this rule.
Drugs

[Content warning: drug abuse. See safety and consent before using these rules.]

Drugs are a kind of Consumable. In some regions, they are restricted in use or illegal. Usage of any drugs can lead to Addiction. The cost of drugs also varies by region. In general, to purchase drugs in a city which deals in them, make a CHA check. Add +3 for each circumstance which would make it easier for you to purchase drugs, such as an underground connection or previous purchase history, and -3 for each circumstance which would make it harder for you to purchase drugs, such as having connections to law enforcement. Then consult the table below:

Purchasing Drugs
 13-15
 16-18
 19-21
 22-24
 25+

**Drugs**
 Amp
 Azure pleasure
 Haste Jack
 Limber
 Lucy Lucid
 Red
Ivlit

Ivlit is the native planet of gnomes and dwarves. It is often called the "frontier planet." The inner workings of Ivlit’s social and architectural construction are a mystery to Amnis and Ewox An. The state of Jin Naz (meritocracy) maintains singular and planetary command of Ivlit. There are few mages on Ivlit due to strong magical variations beneath the planet's surface.

Since people of the same planet can interbreed, there are also half-gnome / half-dwarf people, commonly referred to as alloys. Inbreeding of certain dwarven cultures led to the creation of bigguns.

Ivlit is the furthest planet from Bel, at a distance of 210 million miles. Its orbit is 600 Amnean days with a day cycle of 9 Amnean days, though many civilizations of Ivlit don't notice, dwelling primarily below the surface of Ivlit's crust. Ivlit is 3,000 miles in radius and has three moons: Amenalusavor, the largest moon at 1,000 miles radius, Siphapheme, the smallest moon, at 300 miles radius, and Ensimmainen, the middle child, at 500 miles radius.

## Geography

The landmasses of Ivlit are oddly shaped and mostly connected, being more land than water, except for three large oceans fit haphazardly between continents. The entire planet is frozen except for a band of 900 miles around the equator which enjoys temperate climates. Most of the life on Ivlit is subterranean, making use of the heat at the planet’s core and avoiding what can be an extremely hostile surface. Around the middle ring are three wide strips of land separated by three strips of ocean. Most of Ivlit is hilly to mountainous.

## Notable Flora

Ivlit has many species of red bacteria, lightcaps, and frozen moss.

## Notable Fauna

Ivlit is home to many snakes, scorpions, chimeras, basilisks, imps, and armored moles.
Player Characters

NOTE: How to organize? Origin campaign, maybe?

A Stitch in Time

Alyss Welsh

Alyss Welsh is a human. Her theme song is here. There is much unknown about her. Appearance: Pale, short, and little bit chubby. Often looks wide-eyed and a bit scared. Dark hair tied into two braids with bows. Modest dress (crisp white button down shirt, long brown, tan, and red plaid skirt, white socks, simple black dress shoes) under a black cloak. Wears a utility belt with about a dozen lux wards of varying shapes and sizes. An ancient looking black tome hangs from the belt by a leather strap.

Uttkarsh's One-shot

Altanuin Antiqam Albarid

Altanuin "Alta" "Desert Dragon" "DD" Antiqam Albarid, son of Altanuin Alkirahiat Eazim, grandson of Altanuin Hayil Lil'alam, is a bounty hunter from Polod, Newinter. He is greedy, but every piece of gold he takes, he puts on his heart. He is not a thief. Alta wields many glass guns, was briefly used by the Pioneers to frame the Winter for killing students, and is currently looking for Cassiopeia Cain, his "friend."

Broken Frontiers

Cassiopeia Cain
Path of the Defender

The Path of the Defender trains you to protect your allies.

**Requirements**: Block (Beginner)

**Path Completion Bonus**: +1 Strength AND +6 max HP

# Abilities

**Easy Target**

**Cost**: 200 XP

**Expedited for**: Rage, Charm

**Activation**: 5 Vim, Free Reaction

*The way you present yourself, you are often the first one attacked, but you’re used to it.*

Gain a +2 Armor buff. This ability can stack up to STR (min. 1) times.

**Enhanced Block**

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: Passive

When you use Block (Beginner), the incoming damage is halved again.

**Take a Hit**

**Prerequisite**: **Enhanced Block**

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: 2 Vim, Free Reaction

*"You're blocking with your face again."*

This ability is usable when you use Block (Beginner). After Armor reduction, halve the damage again but receive it as normal damage.

**Shield Block**

**Unlocks**: Path of the Shield Expert

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: 1 Reaction

*You attempt to brace yourself with a shield to reduce the damage of the attack.*

This ability is used in response to an incoming attack. You must be wielding equipment with a Shield Bonus to use this ability. Immediately Block (Beginner) the attack as a Free Reaction. [If the Course of Damages is unlocked, this Block applies to all damage types.] If the incoming attack is a glancing blow, also add your Shield Bonus to your Armor for this attack. If you also have **Enhanced Block**, the halving effects stack. This ability counts as using Block (Beginner) for the purposes of abilities which affect Blocking.

**Guard and Protect**

**Unlocks**: Path of the Guardian

**Cost**: 200 XP

**Expedited for**: Rage, Charm

**Activation**: 1 Reaction

When an adjacent ally is attacked, you may use this ability to redirect the attack toward yourself.

**Advanced Guard**

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: 1 Action, 4 Vim

Gain this buff: +STR Armor.

**Heavy Roll**

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: 1 Reaction, 1 Vim

*It’s not graceful to roll in heavy metal armor, but sometimes it can save your life.*

This ability can be used only if your Burden is at least 1 and you are able to move. Move to an adjacent hex and Evade an incoming attack. On your next turn, lose 1 Action.

**Defender's Vigor**

**Unlocks**: Path of the Greatest Resistance (requires Course of Foes)

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: Passive

Gain +3 max HP.

**Heroic Recovery**

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: Passive

While Resting, you may choose to forego all MP and Vim recovery to instead heal an additional 3 times your Strength in HP.

**Toughen Up**

**Unlocks**: Path of the Armor Specialist

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: 1 Reaction, 3 Vim

Until your next turn, ignore all effects of Burden and gain 2 Armor.
Aqua

An **aqua** (or **aqueous** Design) is a liquid with a powerful effect. Unless otherwise specified, abilities and consumables are considered aquas if and only if they contain the word **Elixir**, **Serum**, or **Poison** in the name. Some abilities may affect what you can do with an aqua.

Godfire and Sour Blessing are also aquas.

Unless otherwise specified, all aqueous Designs weigh 1 Bulk instead their Bulk equaling their DC.
Origins

In the canonical setting, there are many kinds of sentient creatures which the players can roleplay as.

*This list is incomplete. You can help by bugging Josh to add more.*

## Automata

Although very unusual, a player character could be a sentient automaton, such as one made by exceptional tinkering or imbued with magical capabilities (magitek).

### Bigguns

Bigguns are dwarves with a genetic birth defect that results in gigantism. Bigguns can range from 10 to 16 feet tall. Bigguns often have health impairments or reduced intelligence.

### Northwest Woodland

Elves from northwest Gristan are often raised in jungle and woodland towns that celebrate living in harmony with nature. In these regions, robes are the predominant clothing and bartering is more common than other regions of Gristan. For many Northwest Woodland Elves, family and community come first, honoring one's ancestry and the traditions of their culture and faith. However, for some elves of this culture, they reject these traditions using strongly industrial aesthetics, such as rivethead electro-industrial music and taboo tinkering.

### Fifthlings

Fifthlings are halflings with a dwarfism disorder caused by inbreeding. Fifthlings are typically about two feet tall, not very intelligent, and extremely hostile. They live in isolated villages primarily in Newinter and respond violently to all other living creatures.

### East Westerner

Humans from eastern Gristan are raised in a culture of hard work and cruel capitalism. As such, they often lean into or away from this mindset. East Westerner culture also tends toward liberalism, celebrating a diversity of religious and political affiliations and personal identities. East Westerners often value justice, independence, and meritocracy.

### Alphas

Alphas are orcs which are genetically about 30-50% larger than typical orcs. They are often leaders in various positions of society, as they tend to be bigger, stronger, smarter, and (as consequence) wealthier. However, alphas are often prone to arrogance, recklessness, impudence, and impiety. What they have in brawn and brain they tend to lack in heart and soul.

## Other

There are more origins yet to be discovered!
Path of the Shadow Weaver

*Embrace the shadows.*

**Requirements:** Extend Darkness (Spellcaster), Course of Stealth

**Path Completion Bonus**: +1 Spirit

**Blind**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You cause the target creature to be blinded for [ 1 / 2 / 4 ] Rounds. The target may make a Strength vs Spellpower check to negate the effect.

**Wall of Obscurity**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: 12 meters

You conjure a wall of shadows, filling [ 6 / 20 / 60 ] cubic meters in a simple rectangular shape. It is impossible to see in or through the wall, and any creatures inside the wall can't see outside of it. Creatures within the wall are considered blinded, and attacks aimed at a creature in or beyond the wall (by correctly guessing which hex they are in) have a 50% chance to miss. **Wall of Obscurity** lasts while maintained as a Reaction.

**Death’s Embrace**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: 2 Actions

**Range**: 12 meters

*You conjure a giant ethereal hand of pitch-black shadow to rise from the ground and destroy your foes. In addition to being terrifying, the shadows are excellent at obscuring their vision as well.*

Your target is assaulted by a shadowy hand. Deal [ 1d6+2 / 2d6+4 / 3d6+6 ] damage which ignores Armor, and the target is blinded for [ 1 / 2 / 4 ] Rounds. The target may make a check vs. Spellpower check to ignore these effects: this check uses either Wisdom, Strength, or Spirit, your choice.
Hasana al-Karam

Hasana al-Karam is Vennt's Iconic Gift of Charm character.

## ***Spirit of the People***

Ever since she was born as the princess of Hamz Al Tarfa, Hasana al-Karam has had a way of winning people over. Whether using her smile, her good looks, or her convincing arguments, Hasana held supreme everywhere from the ballroom to the courtroom. Despite every suitor falling for her, Hasana politely rejects them all while gently playing with the green and purple rings on her fingers. On her 21st birthday, the Polod army came to usurp power from the king of Hamz Al Tarfa, Hasana’s father. By her father’s request, Hasana fled to the shore and stowed away on a boat to the west. A princess without a kingdom, Hasana began her quest to gather her own army and return to save her father and her people from the merciless rulers who would do them injustice.
Basic Attack

A **basic attack** is an attack that counts as an "Attack" action for the purpose of abilities which activate only on "Attack." Basic attacks are one of the Basic Actions available to all characters, but some abilities can also trigger basic attacks. An attack which does not count as an "Attack" for Attack-activation abilities are instead called skill strikes.

Abilities which refer only to "attack" imply a basic attack, but these ambiguities should be reported.
Course of Genres

The Course of Genres introduces variant rules for playing Vennt to tell different kinds of stories.

**Course Requirements**: None

**Prerequisite for**: None

## New Rules

When this Course is taken, decide a genre for your story. Apply the new rules based on your selected genre:

### Anime

**Requires the Course of Heroism.**

All effects of Narrative Bonuses and Hero Points are doubled where appropriate. Whenever you roll double 6s using 3 or fewer dice, the result is a critical success. Carrying capacities are doubled.

### Comedy

Whenever you roll double 1s, the result is a critical failure. Whenever you roll double 6s, the result is a critical success. If you roll doubles of both 1s and 6s, the result is both a failure and a success in epic ways. Optionally, ignore rules limiting carrying capacities (you may optionally give characters an infinite capacity for holding items).

### Classic

The original Vennt style. Make no changes. Recommended Courses: Base Course Set.

### Drama

Whenever a creature would lose or spend MP or Vim, double the amount. If the Course of Heroism is unlocked, Narrative Bonuses are doubled. All carrying capacities are halved.

### Grimdark

Whenever a creature would lose or spend HP, MP, or Vim, double the amount. All carrying capacities are halved. Recommended Courses: Wounds, Swarms.

### High Fantasy

All Player Characters gain +5000 XP. Carrying capacities are doubled. All max HP is doubled. Optionally, increase the Level Cap to 30.
Recommended Courses: Bounty, Heroism, Swarms.

### Horror

Whenever a creature would lose or spend HP, MP, or Vim, double the amount. Carrying capacities are reduced to 20% of their normal amounts. Characters cannot exceed Level 3 and have only 2 Actions per turn instead of 3. Recommended Courses: Wounds.
Magical Mishaps

Magical mishaps are unexpected magical effects. Certain spells and abilities specify creating a magical mishap. The GM may also create a magical mishap for some arcane-related failures.

To determine the nature of a magical mishap, roll 2d6 on the table below. If the result cannot be made to make sense (such as attempting to resurrect a cubic meter of air), instead nothing happens.
Non-lethal

**Requires**: Course of Wounds

Non-lethal damage does not cause Grievous Wounds when bringing a target to 0 HP. When non-lethal damage brings a target to 0 HP, they are instead knocked unconscious but otherwise not grievously injured. Non-lethal attacks against a target at 0 HP can still deal Grievous Wounds.

Any attack that could be reasonably considered non-lethal may be made explicitly non-lethal at a penalty of halved Accuracy and damage. Special damage and certain attacks at the GM's discretion may not be available to be non-lethal damage.
Mana

Your mana represents your mental endurance and how much energy you have to focus your mind, body, and soul on one task of great concentration.

Your maximum Mana (MP) is **6 +** **3 times Wisdom**. Mana is used for spells and effects which requires mental concentration. You recover MP through Resting Recovery.

Depending on the context, MP may be short for Magic Points or Mental Points, as Mana represents a combination of both.
Alcolors' Day

Alcolors' Day is a holiday celebrated on the winter solstice by Mal's followers (and to some extent, other worshippers of the Creators in general). Alcolors' Day was historically known as All Colors' Day or the Festival of Black in some Newinterian cultures. For Mal's worshippers, this is a day of celebrating the darkness, for without it there could not be light. Celebrations include turning off lights, gift giving, and ritualistic secret-sharing with loved ones. For others, they maintain the gift giving but instead add more lights of every color, celebrating Black as the existence of all colors at once, and that the Creators are always with us in the night when it is most dark. Mal's high holy masses also get a bit epistemological, worshipping Her for giving us the gift of knowledge and thought and the purpose to seek it out.
Course of Deltas

The Course of Deltas introduces rules for lasting character consequences.

**Course Requirements**: Flux

**Prerequisite for**: None

## New Rules

* Characters can earn Deltas during the course of play
* Deltas can be used for checks, such as a *Luck* check
* If a character does not have a particular Delta, their modifier is treated as 0 for the purpose of a check of that Delta

## Course of Bounty

If the Course of Bounty is unlocked, *Luck* bonuses apply to loot rolls.
Garamond Gywyn

Garamond Gywyn was a famous arcanist engineer of Gristan, Amnis. Born 1938 CR, Gywyn was exceptionally gifted. In 1956, Gywyn discovered the applications of magic to existing technology, developing the origins of magitek on Amnis.

In 1993, he founded the Gywyn University for Arcane and Mechanical Technology in the town that would later be named Garamond. By 2065, GUAMT became internationally renowned as "the greatest place a scholar can learn."

## Trivia

Garamond Gywyn is a reference to co-creator of D&D, Gary Gygax.
Bleeding

**Bleeding** is a status effect, inflicted by any amount of **bleed damage**. Bleed damage is a type of special damage.

A creature who is bleeding is dealt their bleed damage at the end of each Round. When a bleeding character receives any healing, it decreases their bleed damage instead of adding to their HP.

Like other special damage types, bleed damage ignores Armor, stacks, and is applied with impact unless otherwise stated.
Path of the Shotgun Weapons

The Path of the Shotgun Weapons trains you to use ranged weapons that have a short range but are savagely dangerous up close.

**Requirements:** Shotgun Specialist (Armed)

**Path Completion Bonus**: You gain an additional +20 Accuracy and +2 damage with Shotgun Weapons.

**Distracting Blast**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Attack, 5 Vim

This attack deals no damage but staggers all enemies within 3 meters of you.

**Overloaded Blast**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Attack, 2 Vim

This ability can be used when attacking with a Shotgun weapon. This attack has -20 Accuracy but +2d6 damage.

**Savage Blast**

**Prerequisite**: **Overloaded Blast**

**Cost**: 500 XP

**Expedited for**: Craft, Finesse

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Shotgun weapon. This attack has -40 Accuracy but +3d6 damage.

**Shotgun Critical**

**Prerequisite**: **Critical Strike** (**Attacker**)

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Attack, 3 Vim

*You load your shotgun with sharp shrapnel designed to cut intensely when aimed just right.*

This ability can be used when attacking with a Shotgun weapon. If your damage roll shows duplicates, deal an amount of extra damage equal to the value shown on the duplicates (for example, +9 damage for two 3s and three 1s).

**Wide Shotgun**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Passive

Shotgun weapons you wield have a reduced range of -2 meters and -10 Accuracy but deal 1d6 extra damage. This ability may be toggled on or off during a Respite as a Free Action. This ability cannot be active at the same time as **Scattering Shotgun**.

**Scattering Shotgun**

**Prerequisite**: **Wide Shotgun**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Passive

Shotgun weapons you wield have 1d6 less base damage, -10 Accuracy, and a reduced range of -2 meters, but your Shotgun attacks spread to up to 2 others enemies adjacent to your original target. This ability may be toggled on or off during a Respite as a Free Action. This ability cannot be active at the same time as **Wide Shotgun**.

**Shotgun Stance**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Passive

*Wielding a shotgun gives you the confidence to kill with any weapon.*

Add your Dexterity to damage rolls made with two-handed weapons. You may have one Stance active at a time. This ability may be toggled on or off during a Respite as a Free Action.
List of Courses

This page describes which Courses are available and how to unlock them.

## Basic Courses

All groups start with these Courses:

* Course of Tactics
* Course of Puzzles
* Course of Choices
* Course of Rewards
* Course of Genres

## Core Courses

When you're ready, add these Courses in this order.

1. Course of Heroism [Base]
2. Course of Combat [Base]
3. Course of Conditions [Base]
4. Course of Damages [Base]

## Courses of Advanced Narrative

These Courses may be added once the Course of Heroism is unlocked, in this order:

1. Course of Flux [Base]
2. Course of Deltas [Base]

## Courses of Intermediate Combat

These Courses may be added once the Course of Combat is unlocked, in any order:

* Course of Bounty
* Course of Surroundings [Base]
* Course of Swarms
* Course of Wounds [Base]

## Courses of Advanced Combat

These Courses may be added once the Course of Damages is unlocked, in any order:

* Course of Contenders
* Course of Foes
* Course of Weapons
Path of the Gifted Loremaster

The hidden Path of the Gifted Loremaster is available only to those with the Gift of Mind and teaches the way of exceptional intelligence.

**Requirements:** Gift of Mind, Base Course Set

**Path Completion Bonus**: None

## Core Abilities

**Bookworm**

**Cost**: Free

**Activation**: Passive

*You've learned to read. Between adventures, you read to learn.*

During an Intermission, you can purchase and read up to INT books which cost 25 sp each. Each book you buy and read grants 25 XP.

**Vast Knowledge**

**Cost**: 300 XP

**Activation**: Passive

Once per Rest, you may auto-succeed an Intelligence check up to DL 11 + 3 \* INT to know something so long as that knowledge could reasonably have been acquired in your lifetime. When you use this ability, all allies are Supported.

**Eidetic Memory**

**Cost**: 300 XP

**Activation**: Passive

You have perfect memory; you auto-succeed on all Intelligence checks made to remember something you know. (You may still need to make Intelligence checks to determine whether you know something.) This also grants a +2 bonus to all Intelligence checks made to determine if you know something.

**Loremaster's Fortitude**

**Cost**: 300 XP

**Activation**: Passive

When you purchase this ability, choose an X up to your Intelligence. Gain +2X max MP but lose -2X max Vim.

**Strategist**

**Cost**: 300 XP

**Activation**: Free Action, 3 Vim

*You study your enemies, learning their weaknesses.*

Choose an enemy within sight and apply one of the following effects. You can use this ability once per turn.

* If they Evaded an attack or received a glancing blow last turn, your next attack against them gains +20 Accuracy.
* If they are wearing armor or Blocked (Beginner) an attack last turn, your next attack ignores their Armor.
* If they made an attack last turn, until the start of your next turn you Evade all glancing blows from them.

**Clever Persistence**

**Cost**: 300 XP

**Activation**: Passive

Whenever you fail a check, gain a stacking buff *Adaptive Learner*: +2 to this check.
Path of the Beast Tamer

The Path of the Beast Tamer teaches you how to train animals to your command.

**Requirements:** Tracking Expertise (Hunter)

**Path Completion Bonus**: +1 Charisma

**Calm Beast**

**Cost**: 500 XP

**Expedited for**: Charm

**Activation**: 2 Actions, 1 MP, X Vim

You soothe a nearby beast of Level X. Until the end of the Encounter, they are not hostile toward anyone. If they cannot be soothed, you learn why.

**Tame Animal**

**Cost**: 500 XP

**Expedited for**: Charm

**Activation**: Interlude

During a Rest, you tame an animal to your command. The type of animal must be one that you can feasibly obtain. The animal can fetch, attack, and follow other simple commands. Use the Tame Animal Summoning template for the animal's combat prowess. During combat, you control the animal's turn; the animal uses your initiative. You can have only one tamed animal at a time.

**Train Animal**

**Prerequisite**: **Tame Animal**

**Cost**: 600 XP

**Expedited for**: Charm

**Activation**: Interlude

Once per Rest, you may train a tamed animal. This grants them CHA Summon Points. A tamed animal may be trained up to 10 \* CHA Summon Points.

**Sic**

**Prerequisite**: **Tame Animal**

**Cost**: 600 XP

**Expedited for**: Charm

**Activation**: 1 Action

You command your animal to attack an injured foe. This turn, when they attack an enemy who has half of their health remaining or less, the animal deals double damage.

**Man's Best Friend**

**Prerequisite**: **Tame Animal**

**Cost**: 600 XP

**Expedited for**: Charm

**Activation**: Passive

Your tamed animals act in your favor even when you're not around. You may continue to control your animal's actions even when you are KO'd or otherwise separated from them. Additionally, if they feel any strong emotions, you sense it, no matter where you are.

**Smart Pet**

**Prerequisite**: **Tame Animal**

**Cost**: 600 XP

**Expedited for**: Charm

**Activation**: Passive

Animals you tame have the intelligence of a child allowing them to understand and follow complex instructions. This can include, for example, delivering a letter to a particular person, pressing a specific button in the next room over, or waking you up if they hear a noise.

**Beast Master**

**Prerequisite**: **Train Animal**

**Cost**: 700 XP

**Expedited for**: Charm

**Activation**: Passive

You can have up to 3 animals tamed at once.
Mundane

### Confirmed compatible version

0.14.0

A **mundane** object is any non-magical, common object.

Items that are mundane include:

* Mundane Consumables and Equipment
* Common technology like typewriters and jukeboxes
* Common substances like wood and simple acids

Items that are NOT mundane include:

* Magical, conjured, or enchanted items
* Uncommon alchemical mixtures
* Uncommon tinkertech
* Any item crafted by an ability, including tinker Designs
* Unusual and Rare Consumables and Equipment
Amnis

In the canonical setting, Amnis is the native planet to humans, elves, and halflings.

Since people of the same planet can interbreed, there are also half-elves (half-human, half-elf), quarterlings (half-human, half-halfling), and quarter-elves (half-elf, half-halfling). Inbreeding led to the creation of fifthlings.

Described as "the green planet," Amnis was the first to discover interplanetary travel and begin trends of both immigration and emigration. Today, five percent of Amnis's population consists of orcs, dwarves, and gnomes from Ewox An and Ivlit. There are two major empires of Amnis: Gristan and Newinter, which have each taken up their respective continents. The empires are currently engaged in a cold war with each other.

Amnis houses the famous and interplanetary Gywyn University for Arcane and Mechanical Technology in Garamond, Est Acre of the Gristan empire.

Amnis is 90 million miles from Bel, making it the middle planet of the solar system. It has an orbit of 365 days and a day cycle of 24 hours, making it quite similar in living conditions to the real planet of Earth. Its radius is 3,600 miles wide. Amnis has one moon, Uudana, which is 1,000 miles in radius.

## Geography

Amnis has three main continents: the western Gristan, the eastern Newinter, and the northern Wolfshead Island.

## Notable Flora

Amnis is home to many evergreens, fruit trees, rosebushes, lilies of the valley, and snapping vineyards.

## Notable Fauna

Amnis has many species of bears, dragons, wyverns, jellies, hydra, foxes, dogs, lions, tigers, hawks, eagles, vultures, mimics, and squittens.

## Languages

Amnean is the primary language, but many people still speak Gilian.