recursal/Fanatic-Fandom huggingface dataset:
Alex Boden

**Alex Boden** è un produttore su *Cursed*. Boden è conosciuto per il suo lavoro su *Cloud Atlas*, *Aspettando il re* e *Sense8*.

## Altri lavori

* *Firelight*
* *The Reader*
* *The Holding*
* *Salmon Fishing in the Yemen*
* *Cloud Atlas*
* *Sense8*
* *A Hologram for the King*
* *Intrigo: Death of an Author*
* *Intrigo: Samaria*
* *Intrigo: Dear Agnes*

## Link esterni

* Alex Boden at the Internet Movie Database

* Segui Alex Boden (@alextheboden) su Instagram
Disarming

Some abilities may **disarm** a weapon as part of their effect. When a weapon is disarmed, if the disarmer has enough free hands to wield the weapon and the capability to hold weapons, they may take the weapon. Otherwise, the disarmer may choose to drop the weapon or fling it. A dropped weapon lands on the ground of the disarmer's hex, while a flung weapon moves 1d6 meters in a random (1d6) direction from the disarmer.

Shields and other held items count as weapons for the purpose of being able to disarm them.
Course of Conditions

### Confirmed compatible version

0.14.0

The Course of Conditions introduces new status effects.

**Course Requirements**: Combat

**Prerequisite for**: Damages

## New Rules

This Course introduces these concepts:

* Creatures can be sick, stiff, staggered, fatigued, or exhausted
* Creatures can gain temporary pools

## New Content

Unlocking this Course adds new Cog abilities.
Course

While Paths give characters new abilities for taking on challenges, **Courses** provide those challenges.

At the most fundamental level, **Courses are how your group opts into more complex rule systems**. Vennt's core rules are made to be light so that your group can expand only on the parts of gameplay that interest you most.

Courses are opted into by the entire group rather than by a single player or by the GM alone. When choosing a Course, the GM gives a descriptions of all available choices (given what's been unlocked so far) and holds a vote. On ties, the GM gets the final decision among all majority options.

Courses may be arranged into sets. The base version of Vennt has one Course set: Base Course Set. If a Course is part of a set, this will be noted in brackets on this page.

**Unlocking New Courses**

Every campaign starts with the Basic Courses unlocked. A new Course may be unlocked at the end of each Quest. You do not need to unlock a Course if you are satisfied with the current ruleset.

For more about unlocking Courses, see List of Courses.
Arcana

An **Arcana** is a popularized and canonical school of magic. Arcanas are divided into Paths, such as the Path of the Universalist Arcana. Only Paths of the form "Path of the \_\_ Arcana" are considered Arcanas. Not all spells belong to an Arcana, though most spells belong to a school of magic as listed by their Path; for example the School of Cantrips or School of Wizardry.
Fiánta Phi

Fiánta Phi is an ancient fighting style originated in the region of Nar Sun, located somewhere in the very north of the current day empire of Newinter. These war techniques had to be taught to in secret, due to citizens being ashamed of the brutality that their soldiers were using to win fights.

The fighting style requires intense flexibility and the mental willpower to not see your opponent as another living being, instead seeing the angles of attack and twisting your body to hit those angles as hard and fast as possible. This results in an Agility-focused martial art that deals significantly more damage than most hand-to-hand combat techniques.
Mounts

This page describes optional rules for using mounts, such as horses and automated vehicles.

Unless otherwise noted:

* You can spend 1 Action to mount or dismount a vehicle.
* While mounted, you cannot take any actions except Move and dismount (unless you have Mount Proficiency, described below)
* Your Speed is equal to your mount's Speed while you are mounted

### Mount Proficiency

If an ability gives you mount proficiency with a specific mount, you are able to take normal actions while riding that mount, so long as your action can be performed while mounted. For example, you cannot closely examine the ground from a mount.

### Attacking Mounts

If a foe is mounted, you can target them or their mount (unless otherwise specified). Attacks which target entire hexes, include Area of Effect attacks, target both the foe and the mount.

Unless otherwise specified, use the table below to determine the stats of a mount.

See Equipment for purchasing these standard mounts.

**Mount Stats for Combat**
 Small Vehicle
 Medium Vehicle
 Armored Vehicle
Exhausted

**Exhaustion** is a status effect. An **exhausted** character has Ebb on all rolls. If an **exhausted** character is further fatigued, they drop prone and can take only one Action per turn. On any further fatigue, they must succeed a Strength check of DL 12 + three times the number of times they've been fatigued, otherwise they fall asleep. When an exhausted character Rests, they become fatigued instead of exhausted.

An exhausted creature counts as fatigued for abilities which affect fatigued creatures.
Gawain

**Gawain**, il Cavaliere Verde, è un personaggio nella serie Netflix *Cursed*. È interpretato da Matt Stokoe.

## Panoramica

Gawain era un amico di Nimue quando erano più giovani. Artù all'inizio è geloso di lui, ma Gawain dopo gli dice che lei è come una sorella per lui. Gawain si è costruito una reputazione come il Cavaliere Verde, che combatte contro i Paladini Rossi per difendere i Fey.

## Note e curiosità

* Nelle leggende arturiane originali, Gawain era uno dei cavalieri di Artù, ma non il Cavaliere Verde, che era invece un personaggio diverso che lo sfida nella storia *Sir Gawain e il Cavaliere Verde*.

## Riferimenti

1. ↑ https://bloody-disgusting.com/tv/3615794/netflixs-cursed-series-carries-light-horror-vibes-images/
Expedited Learning

A character who is gifted in some focus finds it easier to acquire new abilities and skills in that domain. If an Ability is marked **Expedited** for a particular Gift or condition, characters who have that Gift (or meet that condition) pay **half of the cost** to unlock that ability. This effect does not stack if multiple Gifts apply.
Points of No Return

This page is about Safety and Consent.

Points of No Return are decisions that could cause severe consequences for a PC or the entire party. When a decision is likely to result in death or other ends to the story, this is a Point of No Return. The GM should acknowledge this as soon as the decision is suggested and again at the last moment the PC(s) could step away.

### Example

**Player**: "What if we went to the Empire by ourselves?"

**GM**: "Just a heads up, a mission like that could be a Point of No Return. The Empire is massive and incredibly hostile, that could end up being your last mission."

Credit of Points of No Return to @RileyGryc.
Path of the Wrestler

The Path of the Wrestler teaches you advanced combat maneuvers in grappling and pinning foes.

**Requirements:** Trade Blows (Fighter), Course of Contenders

**Path Completion Bonus**: +1 Strength

**Body Block**

**Cost**: 500 XP

**Expedited for**: Rage

**Activation**: 1 Reaction, 3 Vim

This ability is usable when you are targeted by an attack and are grappling. Redirect the attack to a creature you have grappled.

**Quick Thinking: Body Block**

**Prerequisite**: **Body Block**

**Cost**: 600 XP

**Expedited for**: Rage

**Activation**: 1 Reaction, 4 Vim

This ability is usable when you are targeted by an attack, there is an adjacent enemy, and you meet the conditions of initiating a grapple. Make an immediate grapple attempt against an adjacent enemy. If you succeed in grappling the target, activate **Body Block** as a Free Reaction at no Vim cost.

**Pro Wrestler**

**Cost**: 500 XP

**Expedited for**: Rage

**Activation**: Passive

Add your DEX to STR checks made to grapple.

**Tighten Hold**

**Cost**: 500 XP

**Expedited for**: Rage

**Activation**: 1 Action, X Vim up to STR

This ability is usable when you are grappling. Increase the Grapple Power by X+1.

**Scuffle**

**Cost**: 500 XP

**Expedited for**: Rage

**Activation**: Passive

Whenever you fail a grapple attempt, you may add +3 to your next STR check against the same target. This effect stacks up to 3 times and is lost at the end of the Encounter.

**Shove**

**Cost**: 500 XP

**Expedited for**: Rage

**Activation**: 1 Action

This ability is usable when you are grappling. Your grappled target(s) must succeed a STR or AGI check versus the Grapple Power or be knocked prone.

**Pin**

**Cost**: 500 XP

**Expedited for**: Rage

**Activation**: 2 Actions

This ability is usable when you are grappling, you have one grappled target, and they are prone. They take 3 stun damage and 1 paralysis damage.

**Break It Up**

**Cost**: 500 XP

**Expedited for**: Rage

**Activation**: 1 Action, X Vim up to STR

This ability is usable when an adjacent ally is grappled. Reduce the Grapple Power by 3 + 2X.

**Reverse Maneuver**

**Cost**: 500 XP

**Expedited for**: Rage

**Activation**: 2 Actions, X Vim up to STR

This ability is usable when you are grappled. Make a STR check + 2X against the Grapple Power. If you meet or exceed the Grapple Power, you are now the one grappling and your foe is grappled. The result of your check is the new Grapple Power.
Check

A **check** is a dice roll to determine how your character performs an action that is unspecified by other rules. All of the following conditions need to be met for a check to be applicable:

* The character is attempting to do something they have a chance to succeed at
* The character is attempting to do something they have a chance to fail at
* There would be significant consequences to the story for success
* There would be significant consequences to the story for failure
* There are no other rules in Vennt which cover the performance of this action (thus, spell-casting rolls and Initiative are not considered checks, for example)

To make a Check, roll **3d6 + your relevant Attribute** bonus. The result is compared against a DL set by the GM.

In general, for checks made to consciously resist an effect, you can choose to not resist. However, some resistances are unconscious, such as your body reacting to poison, so if the system doesn't specify if you can choose to fail, ask your GM.
Attack

Attacking is one of the Basic Actions available to all characters. When you make an attack as a Basic Action, it is called a **basic attack**, as compared to a skill strike. Some abilities also let you make a basic attack as part of the ability action.

## Making a Basic Attack

Declaring a melee or ranged attack costs **2 Actions**. You must have a line of sight to your target to attempt an attack.

## Resolving an Attack

Compare your Accuracy against the target's Vim: if you meet or exceed their Vim, deal damage normally (a ***direct hit***). Otherwise, deal half damage (a ***glancing blow***).

The amount of damage you deal is based on your weapon. This is defined in the Course of Tactics and expanded on by later Courses. Add your weapon Attribute to the normal damage dealt, if any.

## FAQ

### Reloading? Ammo?

Ranged weapons include reloading automatically as part of their attack action. All weapons which require ammunition come with enough to last your entire adventure at no additional Bulk.

### "Attack" Activation Abilities

If the Activation on an ability says “Attack,” this ability can be used freely during a basic attack (but not a skill strike). Specifically, you must decide to use it before knowing whether your attack hit, but you can see your roll first. An ability of this type can be used only once per attack, but if you have multiple “Attack” abilities, you may use each of them once with the same attack.

### Base damage vs. All damage

The **base damage** of a weapon is its listed damage. Abilities which refer to "all of the damage" dealt by the weapon include the total sum of damage (of all damage types) in the attack after all modifiers and Attack abilities.

### Disambiguation

Whenever unspecified, "an attack" refers to both basic attacks and skill strikes, while "make an attack" refers to a basic attack. However, please report any ambiguous phrasing of "make an attack."

## Missing Attacks

*This is an optional rule for groups who want a grittier game.*

When attacking with an Accuracy less than 0, you have a 1/6th chance of missing for every -10 Accuracy. Calculate it this way:

Roll 1d6 and multiply the result by 10, then add your Accuracy (reducing the result): if the final sum is 0 or less, you miss your target and deal no damage.
Ood

Ood (sometimes Uud) "the Just and Peaceful Artist" is one of the three Creators of the universe. They are often depicted as a hermaphroditic elf, though they have no definitive gender or origin. Attributed with giving the world beauty and love.

The spelling "Uud" is more common in formal or conservative cultures, while "Ood" is the most common everyday spelling. The ambiguity is due to the lack of official spelling when translating from Runic.
Path of the Gifted Magician

The hidden Path of the Gifted Magician is available only to those with the Gift of Magic and teaches the way of exceptional casting.

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

**Path Completion Bonus**: None

## Core Abilities

**Aether Exertion**

**Cost**: 300 XP

**Activation**: Free Action, 1 Hero Point

Gain 6 MP and +3 to all casting rolls until the end of your turn.

**Enforced Spirit**

**Cost**: 300 XP

**Activation**: Free Reaction, X MP up to SPI

This ability is usable whenever you successfully cast a spell but before the spell resolves. Increase its Spellpower by X.

**Overflowing Power**

**Cost**: 300 XP

**Activation**: Passive

Whenever you successfully double-cast a spell, gain the buff *Overflowing Power*: +3 to your next casting roll. This buff is lost if not used by the end of your next turn.

**Spirit Word**

**Prerequisite**: Spell Training (Magician)

**Cost**: 300 XP

**Activation**: Passive

*You are able to cast spells intuitively and beyond the limits of current arcane science.*

Choose one word to be your **Spirit Word**. This word describes where you draw your arcane power from. Good examples include any emotion, common materials (stone, wood), the name of a god or moral system, or something that connects to your most long-term Quest. Once per Rest, you can cast any spell that relates to your **Spirit Word**, even if you haven't purchased the ability or possess its prerequisites. If the spell succeeds, it manifests as your word instead of the normal description. For example, if your **Spirit Word** was "Music" and you cast Shadow Bolt (Shadow Arcana), it might instead manifest as a shockwave of sound. Whether you are able to cast a spell using your **Spirit Word** depends on how you describe the manifestation and GM approval. Most words let you cast the spells of approximately 2-3 Arcanas.

**Mage Prestige**

**Cost**: 500 XP

**Activation**: Passive

You specialize your arcane training as a Jack, Hybrid, or Archmage. This effect occurs retroactively as well:

* **Jack** - All spells cost 100 XP less for you (after Expedited Learning).
* **Hybrid** - Choose three Arcanas. Spells in these Paths cost 100 XP less for you (after Expedited Learning) and you gain +1 to all casting rolls made to cast these spells.
* **Archmage** - Choose one Arcana. Spells in this Path cost 200 XP less for you (after Expedited Learning) and you gain +3 to all casting rolls made to cast these spells.
Base Course Set

The **Base** Course Set is a list of Courses from the base game of Vennt. Content requiring the Base Course Set requires these Courses to be unlocked:

1. All Core Courses
	* Course of Heroism
	* Course of Combat
	* Course of Conditions
	* Course of Damages
2. Course of Surroundings
3. Course of Wounds
4. Course of Flux
5. Course of Deltas
Level

A character's **Level** is the amount of XP they've spent divided by 1000, rounded down. A standard character will start with 1000 XP and be Level 1 once they've spent this XP, though the GM may decide that their campaign starts with more or less XP.

## Leveling Up

When you reach a new Level you **level up** and gain +1 max HP (including when you reach Level 1). Every second Level (2, 4, 6, ...), you also gain +1 to any Attribute of your choice so long as the new Attribute value doesn't exceed half of your Level. For example, when you reach Level 8, your +1 cannot make an Attribute exceed 4.

## Max Level

Depending on the flavor of your campaign, the GM may set a level cap. This cap serves to suggest when the campaign should end -- if all players have reached the level cap, it's time to conclude the story. When planning ahead, the GM can use this cap to determine how much XP to grant per session.

Once a character is at the level cap, they cannot earn more XP. For example, if the level cap is 12, they cannot earn more than 12,000 XP.

* For a gritty, realistic, or dark setting: end at level 6
* For a standard steampunk fantasy setting: end at level 12
* For a high-fantasy setting: end at level 24
Path of the Gifted Fighter

The hidden Path of the Gifted Fighter is available only to those with the Gift of Rage and teaches the way of exceptional strength.

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

**Path Completion Bonus**: None

## Core Abilities

**Bull's Blood**

**Cost**: 400 XP

**Activation**: 1 Action, X Vim up to 6

Gain X Strength until the end of your turn. While this effect is active, ignore Speed reductions caused by lifting or dragging heavy loads.

**Incredible Grip**

**Cost**: 400 XP

**Activation**: Passive

You may wield two-handed weapons one-handed at no penalty. One-handed weapons you wield gain +2 base damage. Wielding a weapon with two hands gives it an additional +4 base damage.

**Weaponmaster**

**Cost**: 400 XP

**Activation**: Passive

Gain +10 Accuracy and +3 damage on all Strength-based weapon attacks.

**Fortitude of the Somnolent**

**Cost**: 300 XP

**Activation**: Passive

Your Strength counts as 3 higher for the purpose of Resting Recovery.

**Hero's Fury**

**Cost**: 300 XP

**Activation**: Passive

When you earn Heroic Creativity, gain the buff *Hero's Fury*: +3 to all damage for all damage types.

**Untiring**

**Cost**: 300 XP

**Activation**: Free Reaction

This ability is usable once per Rest. Remove your fatigue.

**Fighter's Full Force**

**Cost**: 300 XP

**Activation**: Passive

All of your Strength-based attacks gain +1d6 damage.

**Brace**

**Cost**: 300 XP

**Activation**: 1 Action

Until the start of your next turn, all damage you take is halved after reduction from Armor. This ability is usable only once per Encounter.
Path of the Squad

The Path of the Squad teaches your team how to work together as a unit.

**Requirements:** Base Course Set

**Path Completion Bonus**: +3 max HP, MP, and Vim

## Core Abilities

**Interdisciplinary Assist**

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

You can Assist using a different Attribute than the original check, so long as you can narratively justify the use of that Attribute.

**Affinity Parry**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Passive

When an ally Parries (Fighter) adjacent to you, they gain +20 Accuracy and become Supported.

**Affinity Block**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: 1 Reaction

This ability is usable when an ally Blocks (Beginner) adjacent to you. Halve the incoming damage to your ally. For this attack, you lose as much Vim as your ally does (or as much as you have remaining, whichever is lower).

**Squad Takedown**

**Cost**: 400 XP

**Expedited for**: Mind, Science

**Activation**: Attack, 2 Vim

This attack applies the debuff *Squad Takedown*: attacks which apply *Squad Takedown* gain +2d6 damage against this target. This debuff stacks across allies and is removed at the end of the Round.

**Squad Assault**

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Attack, 2 Vim

This attack applies the debuff *Squad Assault*: attacks which apply *Squad Assault* gain +40 Accuracy against this target. This debuff stacks across allies and is removed at the end of the Round.

**Squad Leader**

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

When you successfully Assist an ally, they gain 1 Action and are Supported. Taking this ability increases your Hero Point maximum by 1.

**Squad Heroism**

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

Whenever you spend a Hero Point to help an ally, they gain one of the effects of a Hero Point as if they spent a Hero Point too. If they also have **Squad Heroism**, this effect triggers twice. Taking this ability increases your Hero Point maximum by 1.

**Efficiently Supported**

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

Whenever you gain Supported, gain 1 Action at the start of your next turn. This effect may trigger once per Round. Taking this ability increases your Hero Point maximum by 1.

**Efficient Supporter**

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

Whenever you grant Supported, your Supported ally gains 1 Reaction. Taking this ability increases your Hero Point maximum by 1.
Path of the Cannon Weapons

The Path of the Cannon Weapons trains you to handle large ranged artillery with accuracy and precision.

**Requirements:** Cannon Specialist (Armed) AND Path completion of Path of the Engineer

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

**Cannon Stance**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Passive

*You aim your attacks to have great knocking power, regardless of armor.*

When you make an attack with any two-handed weapon, your target’s Armor cannot reduce the damage below your Dexterity. You may have one Stance active at a time. This ability may be toggled on or off during a Respite as a Free Action.

**Distracting Shot**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Attack, 3 Vim

*You load extra explosive power to your shot to barrage the enemy with loud and fast blasts.*

This attack deals half damage but staggers the target and all adjacent creatures.

**Point Blank Shot**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Passive

When you attack an enemy with a Cannon weapon, if the enemy is adjacent to you, deal an extra 6 damage; if the enemy is within 3 meters, deal an extra 3 damage.

**Powerful Shot**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: 3 Actions, X Vim up to STR

Make a Cannon weapon attack. This attack deals an extra 2d6 + 2X damage.

**Knockback Shot**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Cannon weapon. On a direct hit, the target is knocked back DEX meters.

**Gravity Shot**

**Cost**: 400 XP

**Expedited for**: Craft, Finesse

**Activation**: Attack, 2 Vim

*"You shot above them! You missed!"*

*"No I didn't. Just wait for it."*

This ability can be used when attacking with a Cannon weapon. This attack ignores Cover.
Path of the Blade Weapons

The Path of the Blade Weapons trains you to cut sharp and deep with light and fast weapons.

**Requirements:** Blade Specialist (Armed) AND Path completion of Path of the Rogue

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

**Blade Barraging**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Attack, 2 Vim

This ability can be used when attacking with a Blade weapon. If the enemy receives any damage, the attack causes 2X **bleeding** where X is the number of times **Blade Barraging** hit this enemy in this Encounter (including this attack).

**Blade Grip**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Passive

When a creature attempts to disarm you and fails, you may make an attack against them. This ability may be toggled on or off as a Free Action during a Respite. You may have one Grip active at a time.

**Blade Parrying**

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

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Passive

When you use **Parry** with a Blade weapon, gain +10 Accuracy.

**Bleeding Strike**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Blade weapon. Halve the damage dealt and deal it instead as **bleed** damage.

**Throw Blade**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Attack

You may make a ranged attack with this Blade weapon as if it were a Thrown weapon. For this attack, it counts as both a Blade and Thrown weapon.

**Returning Blade**

**Prerequisite**: **Throw Blade**

**Cost**: 500 XP

**Expedited for**: Finesse

**Activation**: Attack

When you use **Throw Blade**, the weapon strikes and returns like a boomerang regardless of the outcome of the attack. You may catch the weapon unerringly as a Free Reaction.

**Swift Blades**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: 2 Actions, 2 Vim

This ability can be used if you have a Blade weapon in each hand. Make an attack with each weapon. The attacks can have the same or different targets. These attacks count as basic attacks for the purpose of Attack abilities.

**Very Swift Blades**

**Prerequisite**: **Swift Blades**

**Cost**: 500 XP

**Expedited for**: Finesse

**Activation**: 1 Action, 2 Vim

This ability is usable immediately after using **Swift Blades**. Make an attack with one of your Blade weapons. This attack counts as a basic attack for the purpose of Attack abilities.

**Piercing Blade**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Attack, 3 Vim

Declare to use this ability before you roll damage with a Blade weapon. On doubles, this attack ignores Armor.
Path of the Shield Expert

The Path of the Shield Expert trains you to make the most out of shields.
**Requirements:** Shield Block (Defender)

**Path Completion Bonus**: +1 Strength

**Improved Shield Block**

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: Passive

When you Shield Block (Defender) a glancing blow, add your STR to your Armor for resolving this attack.

**Shield Break**

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: 1 Action, 2 Vim

*With your shield, you parry an enemy’s shield away.*

This ability is usable if you have an equipped Shield Bonus. An adjacent enemy is unable to Block (Beginner) or Shield Block (Defender) until the start of your next turn.

**Shield Push**

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: 1 Action, 2 Vim

*With your shield, you attempt to push your enemy back.*

This ability is usable if you have an equipped Shield Bonus. Make a Strength check against an adjacent enemy’s Strength check. If you succeed, you may move up to 3 meters in the direction of the adjacent enemy, and they move with you proportionally. If you succeeded the check by 6 or more, you can move up to 6 meters in this way. The distance you travel using this ability cannot exceed your Speed.

**Shield Bash**

**Cost**: 300 XP

**Expedited** **for**: Rage

**Activation**: 2 Actions, 4 Vim

This ability is usable if you have an equipped Shield Bonus. Make a melee skill strike, using Strength as the weapon's attribute, which deals 2d6 damage and 5d6 Vim damage.

**Throw Shield**

**Prerequisite**: **Shield Bash**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: 2 Actions, 5 Vim

You throw your shield anywhere within 12 meters to an ally or as an attack. This attack functions as a **Shield Bash** that deals an additional amount of damage and Vim damage equal to its Shield Bonus.

**Boomerang Shield**

**Prerequisite**: **Throw Shield**

**Cost**: 500 XP

**Activation**: 1 Reaction

This ability is usable immediately after using **Throw Shield**. Your thrown shield returns to you.

**Shield Expertise**

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: Passive

Shields you wield have +1 Shield Bonus.

**Shield Mastery**

**Prerequisite**: **Shield Expertise**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Passive

Shields you wield have +3 Shield Bonus and 1 less Burden (min. 0). This ability replaces **Shield Expertise**.

**Friend of the Shield Smith**

**Cost**:300 XP

**Expedited for**: Charm

Shields you buy cost half of the normal market price. This may apply to your allies as well.
Path of the Attacker

The Path of the Attacker trains you to attack in new styles.

**Requirements:** Aggressive Attack (Recruit), Course of Combat

**Path Completion Bonus**: +9 max Vim

**Threatening Stature**

**Cost**: 300 XP

**Expedited** **for:** Charm, Rage

**Activation**: 1 Action

*You taunt your enemies, forcing them off of their guard.*

All adjacent enemies lose 1 Alert and are threatened.

**Twice Ready**

**Unlocks**: Path of the Dual-Wielder

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: Passive

On the first Round of a Tactical Scene, you may attack using only 1 Action. Each of these attacks threatens your target.

**Gibe**

**Cost**: 300 XP

**Expedited** **for:** Charm

**Activation**: 1 Action

You mock a target within line of sight who can hear and understand you. They take an unavoidable 2d6 Vim damage and are threatened. Once affected by **Gibe**, a target becomes immune to this ability until the end of the Encounter.

**Furious Attack**

**Unlocks**: Path of the Fighter

**Cost**: 300 XP

**Expedited** **for:** Rage

**Activation**: Attack, 1 Reaction

This attack deals an extra 1d6 damage.

**Ignore Pain**

**Unlocks**: Path of the Barbarian

**Cost**: 300 XP

**Expedited** **for:** Rage

**Activation**: 7 Vim

*You enter a rage.*

Gain the buff *Ignore Pain*: whenever you lose HP, gain 2 Armor. This Armor is lost at the end of the Encounter.

**Attacker's Vigor**

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: Passive

Gain +6 max HP.

**Quick Attack**

**Cost**: 300 XP

**Expedited for:** Rage, Finesse

**Activation**: 1 Action

*You quickly make a secondary attack with your body.*

Make an Unarmed basic attack. This ability is usable only once per turn.

**Snap Out of It!**

**Cost**: 300 XP

**Activation**: 1 Action

You or an adjacent ally are no longer Threatened.

**Over Here!**

**Unlocks**: Path of the Builder (requires Course of Surroundings)

**Cost**: 200 XP

**Expedited** **for**: Craft

**Activation**: 2 Actions

You create a distraction on a hex within 12 meters. Creatures on or adjacent to the distraction lose 1 Alert and are threatened.

**Serenity and Courage**

**Prerequisite**: Vigilance (Recruit)

**Cost**: 300 XP

**Expedited** **for**: Science

**Activation**: 1 Action

Gain the buff *Serenity and Courage*, which has one effect you choose:

* *Serenity*: Add your Wisdom to your Armor
* *Courage*: Gain 10 \* WIS Accuracy; attacks you make also threaten your targets

**Surrounding Tactics**

**Cost**: 300 XP

**Activation**: Passive

Gain +10 Accuracy and +3 damage against flanked targets.

**Opportunity Striker**

**Cost**: 300 XP

**Activation**: Passive

When an enemy you are flanking attempts to move, you may make a basic attack against them as a Free reaction.

## Gift Exclusives

**Great Initiative**

*This ability is not required for the Path Completion Bonus.*

**Cost**: 300 XP

**Prerequisite**: Gift of Alertness

*You react rapidly to danger.*

Gain +4 Initiative. Additionally, whenever you are the first to act in combat, gain +2 Actions for that turn.
Path of the Captain

The Path of the Captain teaches you how to bring out the best in your craft and crew.

### **Requirements:**

**Command Ally (Leader)** and **Airship (Home Improver)**

### **Path Completion Bonus**:

+1 Charisma; all NPC crewmates gain +1 Strength, +1 Dexterity, and +5 max HP

# Abilities

**Captain's Coffers**

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Intermission

By spending an Intermission acquiring funding for your ship, you earn 50 \* CHA sp.

**Captain's Command**

**Cost**: 400 XP

**Expedited for**: Charm, Mind

**Activation**: 1 Reaction

This ability is only usable aboard an airship. All crew that can hear you gain +5 Accuracy and +1 damage.

**Captain's Oversight**

**Cost**: 400 XP

**Expedited for**: Charm, Alertness

*"Everyone wants to look good when their boss is watching, right?"*

**Activation**: 3 Actions, 1 Reaction

Target an ally in sight. They are **Supported** and gain Flow to all rolls until the end of the Round. Hero Points they spend during this time have double the normal effect.

**Plankwalker**

**Cost**: 400 XP

**Expedited for**: Charm, Alacrity

**Activation**: Passive

*"The rigging? What do you mean they're in the--" -A Naval Officer who didn't look up.*

While aboard your airship, your Speed is tripled.

**Sea Dog's Tales**

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

Gain +3 to Charisma checks related to your life as an airship captain.

**Respected, Feared, Loved**

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

Gain +3 to Charisma checks made against your crew, enemy crews, and anyone who considers themselves a sailor or aeronaut.
Path of the Legend

The Path of the Legend honors your greatness.

**Requirements:** Level 12, Budding Hero (Hero), Base Course Set

**Path Completion Bonus**: +6 max Vim, +3 max HP, AND +3 max MP

## Core Abilities

**Legendary Action**

**Cost**: 1000 XP

**Activation**: Passive

Gain +1 Action per turn.

**Legendary Reaction**

**Cost**: 500 XP

**Activation**: Passive

Gain +1 Reaction per turn.

**Legendary Heroism**

**Cost**: 300 XP

**Activation**: Passive

Gain +1 Hero Point at the start of each game session.

**Legendary Flow**

**Cost**: 300 XP

**Activation**: Passive

Once per Rest or if you have not used this ability yet this game session, gain Flow to any roll.

**Moment to Shine**

**Cost**: 300 XP

**Activation**: Passive

Once per Rest or if you have not used this ability yet this game session, gain +1 Action on your turn.
Mercy

Vennt is meant to be played with consent, and some players don't consent to the death of their character on terms that are not their own.

If you find your character about to die and you want to prevent this, you may declare Mercy. This consumes all of your remaining Hero Points and changes the story so that you don't die; this effect may even retcon the narrative to undo something already described. [With the Course of Wounds unlocked, ignore the most recent Grievous Wound.]

When you call Mercy, choose one of the following drawbacks:

* The near-death experience terrifies you, stinting your growth (-1000 XP)
* You are wounded semi-permanently (-1 to an Attribute of the GM's choice)

### Alternatives to Mercy

In the canonical Vennt setting, resurrection is possible, so death doesn't have to mean the end of your character. Some special Paths may even allow the continuation of your character after death.
Buff

A buff is a status effect that provides a positive effect, usually to a stat. Like other status effects, it lasts until the end of the Encounter unless otherwise stated.

Importantly, a buff cannot stack with itself when applied from the same source. Buffs of the same name are considered to be the same source. Buffs from different sources (such as two abilities that provide separate bonuses to Strength) do stack by default. A buff may replace itself, for example if the second application has a stronger effect.

See also: debuff.

### Backwards Compatibility prior to v0.13.7

Every ability that increases a stat should either describe it as a buff or provide information on its duration and stacking capabilities if it does not count as a buff. Most stat-improving abilities should count as a buff even if the duration or stacking is different for the purpose of abilities which affect buffing.

If you have any questions about specific abilities, please contact Josh directly for updates.
Armor

Your **Armor** serves as damage reduction from blows dealt to you. Subtract your Armor from normal damage dealt to you when you are hit, after other reductions such as halving damage from a glancing blow or Alert. Armor protects you only from attack and spell damage. Special damages (from the Course of Damages, such as burning and bleeding), including fall damage, ignore Armor. See Order of Operations for Modifiers for more details on how damage reduction from Armor interacts with other modifiers. You may wear one Armor Piece at a time (generally, anything worn around the chest or full-body protection).

### **Repairing Armor**

If your armor gets damaged, you can pay to have it repaired between Quests. This costs half of the armor’s base cost regardless of the damage.

**Burden**

Heavy armor adds a Burden penalty to casting rolls and Speed.

### **Armor Types**

These Armor Pieces may be purchased from most civilizations.

## **Shields**

Shields are a separate kind of defense. They provide assistance when using Shield Block (Fighter). Shields are **not** usable without this ability. You may only use one shield at a time unless an ability specifies otherwise. Shields are immune to Armor-reducing effects but can become broken like other mundane items.
Path of the Improvised Weapons

The Path of the Improvised Weapons trains you to use anything as a weapon.

**Requirements:** Improvised Specialist (Armed)

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

**Improvised Critical**

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

**Cost**: 300 XP

**Activation**: Attack, 2 Vim

*You break your weapon on your target for maximal damage.*

Declare to use this ability before you make your damage roll with an Improvised weapon. If the weapon breaks, deal an additional 2d6 damage.

**Improvised Stun**

**Cost**: 300 XP

**Activation**: Attack, 2 Vim

Declare to use this ability before you make your damage roll with an Improvised weapon. If the weapon breaks, the enemy is stunned.

**Improvised Defense Breaker**

**Cost**: 300 XP

**Activation**: Attack, 2 Vim

Declare to use this ability before you make your damage roll with an Improvised weapon. If the weapon breaks, the enemy is staggered.

**Smashing Improvisation**

**Cost**: 300 XP

**Activation**: Attack, 4 Vim

This attack deals an additional 1d6 damage and always breaks your improvised weapon.

**Quick Pickup**

**Cost**: 300 XP

**Activation**: 2 Vim

You pick up an adjacent improvised weapon.

**Improvised Shield**

**Cost**: 300 XP

**Activation**: 1 Reaction

This ability is usable whenever you are being attacked. Roll damage for your weapon. The weapon breaks and the incoming attack is reduced by the damage you rolled. The weapon used for this ability does not need to be an Improvised weapon.

**Improvised Double Strike**

**Cost**: 300 XP

**Activation**: 3 Actions

This ability may be used if you have an Improvised weapon in each hand. Make one attack with each Improvised weapon.

**Improvised Full Swing**

**Cost**: 300 XP

**Activation**: 3 Actions

Make an attack with an Improvised weapon. If the weapon breaks, this attack deals double damage.

**Pure Improvisation**

**Cost**: 300 XP

**Activation**: Passive

When you make an attack with an Improvised weapon and the attack gains Heroic Creativity, you also gain 1 Hero Point.

**Throw Everything!**

**Cost**: 300 XP

**Activation**: 3 Actions, X Vim up to DEX

You pick up and immediately throw X adjacent Improvised weapons as ranged Improvised weapon attacks. This ability is usable once per Encounter.
Order of Operations for Modifiers

This FAQ page disambiguates the order of operations when applying modifiers. As a general rule of thumb (and to the dismay of mathematicians everywhere), **apply addition and subtraction before multiplication and division**. So if an ability doubles the damage on your 2d6+5 roll, the result is 2 \* (2d6+5).

## Damage Mitigation

When calculating damage mitigation, such as that provided by Armor, modifiers follow the general rule of above and assume to happen before Armor reduction unless otherwise stated, as described below:

1. Glancing blows (how badly the attack hits you in the first place) applies first
2. Modifiers that apply to "incoming damage" apply next (following the general rule of addition/subtraction then multiplication/division)
	* *Examples: Alert; Holy Shield (Thaumaturgy Arcana)*
3. The attack is lessened by Armor
4. Modifiers that apply to "incoming damage after Armor reduction" apply next (following the general rule of addition/subtraction then multiplication/division)
	* *Example: Enhanced Block (Fighter)*
5. Remaining damage is dealt or otherwise resolved, such as by Block (Beginner)
Path of the Gifted Duelist

The hidden Path of the Gifted Duelist is available only to those with the Gift of Finesse and teaches the way of exceptional dexterity.

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

**Path Completion Bonus**: None

## Core Abilities

**Snake Strike**

**Cost**: 300 XP

**Action**: Passive

When you roll double 1s on any damage roll, the attack is automatically a direct hit, cannot be Evaded, and all 1s are treated as 6s for all purposes.

**Twist the Dagger**

**Cost**: 300 XP

**Action**: Free Reaction, 3 Vim

This ability can be used only immediately after directly hitting with a melee attack. Deal an additional 2d6 damage and 1d6 bleed damage.

**Steady Hand**

**Cost**: 500 XP

**Action**: Passive

Gain +10 Accuracy on all attacks.

**Perfect Throw**

**Cost**: 300 XP

**Action**: Passive

Grenades you throw gain +30 Accuracy and an additional Range of 3 \* DEX meters.

**Top Notch**

**Cost**: 300 XP

**Action**: Passive

Whenever you are at full health, all of your Dexterity-based attacks deal an additional 1d6 damage.

**Expert Disarm**

**Cost**: 300 XP

**Action**: Free Reaction, X Vim

This ability can be used only immediately after directly hitting with a melee attack. Disarm your target's weapon. This costs an amount of Vim equal to your target's Dexterity.

**Sticky Fingers**

**Cost**: 300 XP

**Action**: Passive

Gain +3 to loot rolls.
Bluespace

A tinker's mind stores complex designs in a visuospatial blueprint called their **Bluespace**. If you don't have Tinker's Training (Tinker), your Bluespace is 0. Otherwise, your Bluespace is equal to your **Intelligence squared**.

Building and maintaining a Design from the Path of the Tinker and subsequent paths use up an amount of your Bluespace equal to its **Design Complexity** (**DC**). This DC is used up for each copy of a Design constructed. A Design must be in your Bluespace to be constructed. A constructed Design removed from your Bluespace has a 100% chance to fail when its abilities or bonuses are needed. The narrative of failure is left to the GM's discretion but can range from not working in that moment to not working for the rest of the Encounter. Failure doesn’t destroy the Design unless activation normally destroys the Design (such as a Grenade); when the Design is returned to your Bluespace, it functions fully.

You can swap Designs in and out of your Bluespace by spending a Rest studying your design specifications, unless a Design lists that it can be built only during Intermissions. When a Design uses an Attribute, refer to the Attribute of the creature **using** the design, even if they didn’t make it, unless otherwise specified. Consumable Designs remain in your Bluespace after use.
Paralysis damage

**Paralysis damage** is a special damage that removes 1 Reaction per point of paralysis damage from the target. If the target is out of Reactions and has remaining paralysis damage, the effect rolls over to the next Round. When paralysis damage removes a target's last Reaction, the target is considered paralyzed until they gain a Reaction that is not removed by remaining paralysis damage.

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

The Path of the Elementalist trains you to conjure elemental powers against your foes.

**Requirements:** Arcane Duelist (Spellcaster), Course of Combat

**Path Completion Bonus**: None

**Pressure Blast**

**Prerequisite**: Conjure Water (Spellcaster)

**Cost:** 400 XP

**Expedited** **for:** Magic

**MP Cost**: [ 1 / 3 / 6 ]

**Casting DL:** [ 9 / 13 / 16 ]

**Activation:** 2 Actions

**Range**: 6 meters

You conjure [ 4 / 8 / 32 ] gallons of water which are forced into a pressurized stream attacking a single target. The stream is an Arcane weapon basic attack that deals [ 1d6 / 2d6+2 / 3d6+4 ] damage and pushes the target [ 1 / 2 / 3 ] meters back with impact. If the target is still within range after the first attack, apply the attack a second time. When you cast this spell, you may choose to halve the damage to triple the knockback effect.

**Water Whip**

**Prerequisite**: Conjure Water (Spellcaster)

**Cost:** 400 XP

**Expedited** **for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Activation:** 2 Actions

**Range**: 12 meters

This spell always succeeds and does not use a casting roll. You attack with a stream of water as an Arcane weapon basic attack. **Water Whip** deals [ 0 / 1d6 / 2d6 ] damage; on success, you may additionally move yourself up to [ 2 / 4 / 6 ] meters toward or away from your target. If you target a stationary object with this attack, the movement effect is doubled (move up to [ 4 / 8 / 12 ] meters toward or away from the object). After casting **Water Whip** successfully, you gain 1 Alert.

**Flowing Armor**

**Prerequisite**: **Water Whip**

**Cost:** 500 XP

**Expedited** **for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

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

**Activation:** 2 Actions

**Range**: Personal

*You surround yourself in flowing water to shield attacks.*

Gain the buff *Flowing Armor*: Whenever you are attacked, gain [ 1d6 / 2d6 / 3d6 ] Armor for this attack only, then you may spend 1 Reaction to cast **Water Whip** against your attacker (instead of 2 Actions; pay the normal MP cost).

**Conjuration Expert**

*This ability is not required for the Path Completion Bonus.*

**Cost:** 400 XP

**Unlocks:** Path of the Conjurer (requires the Course of Foes)

**Expedited** **for:** Magic

**Activation:** Passive

Gain +1 to casting rolls in the **Path of the Elementalist** and the Path of the Conjurer. This bonus increases by +1 for each of these Paths you've completed.