recursal/Fanatic-Fandom huggingface dataset:
Page versioning

A page's **last update version** is the version of Vennt that the page's contents were last updated on.

A page's **confirmed compatible version** is the latest version of Vennt that the page has been confirmed to be compatible with.

Page versioning does not apply to Lore pages and some Meta pages.

Page versioning was introduced to the Vennt wiki by patch 0.13.7. If a page does not list its page version and is not a Lore page, it needs to be updated --- at the very least, it needs to be updated with version compatibility information, but likely other aspects need to change as well. Please report these pages.
Midnight Shade

The Midnight Shade is a meteorological phenomenon unique to Amnis. Approximately between the hours of midnight and 6am, the part of Amnis experiencing nightfall is enveloped in a complete and utter blackness that is difficult for lights to pierce. Mortals caught in this darkness without light are ravaged by yet unseen and unexplained terrors known as the Shade. Lux wards are the most effective means of staving off the Shade. Certain individuals seem to be immune to the Shade's attention, though the reason for this immunity is not known. Most civilizations on Amnis have a system in place for keeping the towns and cities always protected by redundant wards. The engineers and watchmen who manage this system are called warders or wardsmen/wardswomen.

### Excerpt from the Treatise of Night, by Brother Archimedes Holmes

*"What is the Midnight Shade? Is it, as some believe, a curse upon our world? Or is there a meteorological explanation? Here is what we do know about it: we know that there was not always Midnight Shade. There are multiple accounts many centuries ago which describe it as a new phenomenon, something to be feared, or perhaps a punishment from the Creators. We know that there is not Midnight Shade everywhere. Our relatively recent ventures to Ivlit and Ewox An have confirmed that they do not experience the Midnight Shade. This phenomenon is solely for Amnis to bear. But we also know the feeling of darkness as it creeps up our backs and under our skin. We know the sadness of seeing the stars fade in the pall swept over us like a thick fog. Yes, like the clouds, there are moments where it breaks and we can see some light creep in. But in the many moments of pure black, we live every night with no moon, every sleep without stars. Yet still there are those who claim to be able to see the stars through the Pall of Shade. I am not one of them, as you may be able to tell. Their accounts claim they can still see the stars, however faint, through the darkness. These people also claim to be able to see further into the night than other watchful eyes. They describe it as lit with black light, cast in purples and blues, where -- rarely -- they can see faint spirits lingering in the darkness beyond. We have no further descriptions, because the most curious among these inevitably find themselves caught in the depths of the Midnight Shade, and are discovered the next morning, their bodies brutally ravaged by some unseen creatures of the night. The Midnight Shade remains a mystery, and so I for one will continue to light my Lux wards each night before bed. I implore you to do the same."*
Path of the Arcane Trickster

The Path of the Arcane Trickster lets you sow chaos as you choose.

**Requirements: Cause Panic (Illusion Arcana)**

**Path Completion Bonus**: +1 Spirit

**Cost**: 500 XP

**Expedited for:** Magic, Charm

**MP Cost**: [ 2 / 3 / 4 ]

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

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You shapeshift an object into something phonetically similar, such that they rhyme. For example, this spell can turn a broom into a loom, a string into a sling, or it could turn Dr. Thurmond's Ingeniously Precise Axle Throttle into an axolotl. This spell cannot directly affect living creatures, so you could turn a rake into a snake but not vice versa. This transformation [ lasts for one Scene / lasts for one Act / is permanent ]. Depending on the size and power of the transformation, the GM may impose additional MP costs and/or increase the Casting DL.

**Through the Teeth**

**Cost**: 500 XP

**Expedited for:** Magic, Charm

**Activation**: Passive

Your propensity for chaos lets you add your Spirit to all checks made to lie, deceive, assist with trickery, or otherwise spread misinformation.

**Disguise Wound**

**Cost**: 500 XP

**Expedited for:** Magic, Charm

**MP Cost**: [ 0 / 1 / 3 ]

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

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You convince a wounded ally (excluding yourself) that they are not, in fact, wounded. This grants them [[ 6 / 12 / 24 ]] temporary HP until the end of the Scene.

**Deck of Many Minor Inconveniences**

**Cost**: 500 XP

**Expedited for:** Magic, Charm

**Activation**: 1 Action, 1 MP

You draw from the tarot deck of little chaos. One random effect from the deck occurs.
Path of the Whip Weapons

The Path of the Whip Weapons trains you to use your whip for combat, functionality, and most importantly, style.

**Requirements:** Whip Specialist (Armed)

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

**Rider’s Whip**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: 1 Action

*Your whip commands animals to flee.*

Choose a non-hostile, non-sentient creature within range of your Whip weapon. You strike them with your whip, causing them to flee in a direction you choose for a number of rounds equal to your Dexterity. This deals no damage.

**Swift Whip**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Whip weapon. Make another Whip attack. The attacks can have the same or different targets. Use the same damage roll for both attacks.

**Prehensile Whip**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: 1 Action

You can use your Whip weapon to grab an object within range of your Whip weapon. The object must be immediately brought into a free hand (yours or an ally’s within range) or thrown. If you choose to throw the object, this requires an additional Action and is treated as a Thrown weapon attack.

**Whip Slice**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: 1 Action, 2 Vim

Make a Whip attack. If your target has no Armor, they take 1d6 **bleed** damage instead of normal damage. Otherwise, this attack deals half damage.

**Quick Whipcrack**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: 1 Action, 2 Vim

Make a whip attack. This attack deals half damage. On a direct hit, your target takes 1 paralysis damage.

**Strong Whipcrack**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: 2 Actions, 4 Vim

Choose an enemy within range of your Whip weapon. Make a DEX vs. AGI check (you roll DEX). If they fail, they take 3 stun damage and are knocked prone.

**Whip Defense Breaker**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: 1 Action, 2 Vim

Choose an enemy within range of your Whip weapon. They must succeed a Strength or Agility check versus a Strength check you make, otherwise they are knocked prone and lose 5 Vim.

**Whip Parrying**

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

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: X Vim

When you successfully **Parry** with a Whip weapon, you may disarm your target's weapon. This costs an amount of Vim equal to their Dexterity. If you have a free hand you may grab their weapon. Otherwise it falls to the ground in a random adjacent hex, or in a hex up to six meters away at the GM’s discretion.

**Extended Reach I**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: Passive

Your Whip weapons have a Range of 5.

**Extended Reach II**

**Prerequisite**: **Extended Reach I**

**Cost**: 500 XP

**Expedited** **for**: Finesse, Charm

**Activation**: Passive

Your Whip weapons have a Range of 8.
Path of the Hookwhip Weapons

The Path of the Hookwhip Weapons trains you to use hooked whips and chains for versatility and punishment.

**Requirements:** Hookwhip Specialist (Armed)

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

**Just a Better Whip**

**Prerequisite**: Whip Specialist (Explorer)

**Cost**: 400 XP

**Expedited for**: Finesse, Charm

Your Hookwhip weapon counts as a Whip weapon for the purpose of all bonuses to Accuracy and damage and all abilities in the Path of the Whip Weapons.

**Hookwhip Modification: Far-Reaching**

**Cost**: 400 XP

**Expedited** **for**: Finesse

**Activation**: Passive

Your hookwhip gains +3 meters of Range. You can only have one hookwhip modification active at a time. This ability may be toggled on or off during a Rest.

**Hookwhip Modification: Barbed**

**Cost**: 400 XP

**Expedited** **for**: Finesse

**Activation**: Passive

*This hookwhip is barbed at the tip, making it even more effective as a grappling hook or a painful weapon.*

Your hookwhip has a base damage of 2d6+6. You can only have one hookwhip modification active at a time. This ability may be toggled on or off during a Rest.

**Hookwhip Modification: Cutting**

**Cost**: 400 XP

**Expedited** **for**: Finesse

**Activation**: Passive

*This hookwhip has a blade at the end, like a kusarigama or kyoketsu-shoge.*

Your hookwhip has half Range (rounded up) and deals 2d6 **bleed** instead of normal damage. You can only have one hookwhip modification active at a time. This ability may be toggled on or off during a Rest.

**Chaining Hook**

**Cost**: 400 XP

**Expedited** **for**: Finesse

**Activation**: Passive

When you kill or KO a target using your Hookwhip, you may make another Hookwhip attack as a Free Action.

**Hookwhip Knockback**

**Cost**: 400 XP

**Expedited** **for**: Finesse

**Activation**: Attack, 4 Vim

This ability can be used when attacking with a Hookwhip weapon. If the attack is a direct hit, reposition your target anywhere within the range of your Hookwhip.

**Snapping Hook**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Hookwhip weapon. This attack Threatens your target and causes them to lose 1 Alert.

**Hookwhip Positioning**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Charm

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Hookwhip weapon. You may target objects or environmental features with this attack. You may choose to deal no damage with this attack. After the attack resolves, one of three effects happens:

* If you weigh much more than your target: they are pulled adjacent to you
* If you and your target weigh approximately the same: you are each pulled equally toward each other until you are adjacent
* If you weigh much less than your target: you are pulled adjacent to your target

**Hookwhip Parrying**

**Prerequisite**: Whip Parrying (Whip Weapons)

**Cost**: 400 XP

**Expedited for**: Finesse, Charm

**Activation**: Passive

**Whip Parrying** no longer costs Vim. You may **Whip Parry** with a Hookwhip.
Damage Types

## Overview

**Special damage** refers to any damage type that is not normal damage. If not specified, special damage happens with impact. Special damage ignores Armor. Like other damage types, special damage stacks.

When an ability refers to "all damage" or simply "damage" without specifying a type, this includes damage of all types (including special types) but excludes effects that do not belong to a listed damage type.

When calculating damage for a weapon that has multiple damage types, **modifiers (+/-) are applied as normal damage** (unless specified otherwise) while **multipliers multiply the damage effect of all damage types**. Additionally, damage calculation happens in the order of additions first, and multipliers last.

## Damage Types

These are the damage types recognized by Vennt:

#### Special Damage Types

Most special damages are introduced by the Course of Damages.

* Fall damage
* Vim damage [Damages]
* Burn damage [Damages]
* Bleed damage [Damages]
* Stun damage [Damages]
* Paralysis damage [Damages]
* Attribute damage [Damages]

#### Normal Damage Types

* Galvanic1 damage
* Magical1 damage
* Physical2 damage
	+ Piercing
	+ Slashing
	+ Bludgeoning

1Galvanic and magical damage are not always specified by abilities. Anything that attacks via electricity or acid counts as galvanic damage, and anything that attacks with magic counts as magical damage.

2For physical weapons, you may choose what damage type your attack counts as, so long as it's narratively reasonable. For example, with an axe you could slash with the blade or bludgeon with the flat end.

## Course of Damages

Some creatures are vulnerable or resistant to particular types of damage, or an ability may have an effect only for a specific damage type.

## Course of Wounds

The Course of Wounds introduces non-lethal damage, a modifier on any normal damage.
Path of the Armor Specialist

The Path of the Armor Specialist trains you to wear armor without fatigue.

**Requirements:** Toughen Up (Defender)

**Path Completion Bonus**: +1 Strength

**Enduring Defender**

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: Passive

Your maximum Vim increases by 6.

**Tank Stance**

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: Free Action

*You bunker down and guard yourself.*

Your Armor increases by your Burden, but your Speed decreases by the same amount. You may have one Stance active at a time. This ability may be toggled on or off between Encounters as a Free Action.

**Armor Proficiency I**

**Cost**: 300 XP

**Expedited for**: Rage

**Activation**: Passive

Your armor’s Burden is reduced by 1 (min. 0). This benefit stacks with other abilities.

**Armor Proficiency II**

**Prerequisite**: **Armor Proficiency I**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Passive

Your armor’s Burden is reduced by 1 (min. 0). This benefit stacks with other abilities.

**Armor Proficiency III**

**Prerequisite**: **Armor Proficiency II**

**Cost**: 500 XP

**Expedited for**: Rage

**Activation**: Passive

Your armor’s Burden is reduced by 1 (min. 0). This benefit stacks with other abilities. Additionally, gain +1 Strength while your Burden is 0.

**Friend of the Armor Smith**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

Armor you buy costs half of the normal market price. This applies to your allies as well.
Path of the Thrown Weapons

The Path of the Thrown Weapons trains you to make the most of your melee weapons by chucking them at your enemies.

**Requirements:** Thrown Specialist (Armed)

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

**Heavy Thrown Weapons**

**Cost**: 400 XP

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

**Activation**: Passive

Thrown weapons you wield deal 1d6 extra damage but cost 2 Vim per attack. 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 **Quick Thrown Weapons**.

**Quick Thrown Weapons**

**Cost**: 400 XP

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

**Activation**: Passive

Thrown weapons you wield have a base damage of 1 but may attack using only 1 Action. 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 **Heavy Thrown Weapons**.

**Boomerang Throw**

**Cost**: 400 XP

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

**Activation**: 2 Actions, 4 Vim

Make a Thrown Weapon skill strike. Choose up to 2 additional targets who are all within 3 meters of your first target, within the range of your Thrown weapon, and within your line of sight. Apply the same attack (including the same damage roll) to all targets.

**Thrown Flurry**

**Cost**: 400 XP

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

**Activation**: 3 Actions

*You throw multiple weapons, either in rapid succession or entirely at once.*

Choose a number X less than or equal to your Dexterity. Make X Thrown Weapon skill strikes at -5X Accuracy. The attacks can have the same or different targets. Use the same damage roll for all attacks.

**Perfect Flurry**

**Prerequisite**: **Thrown Flurry**

**Cost**: 500 XP

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

**Activation**: Passive

**Thrown Flurry** now costs only 2 Actions. Additionally, when you use **Thrown Flurry**, you may spend 5 Vim to negate the Accuracy penalty on all attacks.

**Sharp Throw**

**Cost**: 400 XP

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

**Activation**: Attack, 3 Vim

*You attempt a broad cut to draw blood from your enemy.*

This ability can be used when attacking with a Thrown weapon. If the enemy has no Armor, this attack deals half damage rounded up as **bleed** damage. Otherwise, this attack deals half damage rounded up.

**Barraging Throws**

**Cost**: 400 XP

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

**Activation**: Attack, 2 Vim

This ability can be used when attacking with a Thrown weapon. On a direct hit, the target takes 1 stun damage.

**Thrown Weapon Expertise**

**Cost**: 400 XP

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

**Activation**: Passive

You gain an additional +10 Accuracy and +1 damage with Thrown Weapons.
Path of the Balanced Weapons

The Path of the Balanced Weapons trains you to be steady with your weapon.

**Requirements:** Balanced Specialist (Armed)

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

**Balanced Full Swing**

**Cost**: 300 XP

**Activation**: 3 Actions

Make an attack with a Balanced weapon. This attack deals an additional 2d6 damage.

**Balanced Block**

Prerequisite: Block (Beginner)

**Cost**: 300 XP

**Activation**: Passive

When you **Block** while wielding a Balanced weapon, subtract STR from the incoming damage.

**Balanced Barraging**

**Cost**: 300 XP

**Activation**: Attack, 2 Vim

This ability can be used when attacking with a Balanced weapon. The attack deals an additional 2 damage for each previous time **Balanced Barraging** hit this enemy in this Encounter.

**Balanced Defense Breaker**

**Cost**: 300 XP

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Balanced weapon. The target loses STR + DEX Vim.

**Balanced Grip**

**Cost**: 300 XP

**Activation**: Passive

You gain +3 to checks made to prevent disarming your weapon. This ability may be toggled on or off as a Free Action during a Respite. You may have one Grip active at a time.

**Balanced Parrying**

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

**Cost**: 300 XP

**Activation**: Passive

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

**Player Action**

What can a player do? As a roleplaying game, what is the player character (PC) capable of?

First, players can **speak as their characters**. Not only does this include saying the speech that a character gives, but it also includes **narrating gestures, facial expressions, and feelings**. This allows players to fully explore and express their characters, adding their internal dialogues to the story.

The other aspect of player action is controlling what your character does. As a baseline, you can assume that **every character is capable of attempting something if the players themselves could attempt it**. However, the PCs are special people in a special world. More actions may be allowed at the GM’s discretion. For example, it might make sense that an engineer could quickly create a mechanical contraption, even if none of the players would be able to do that. When trying to determine if such an action is possible, the GM considers three questions:

1. Is it clear what “success” and “failure” would mean for this action?
2. Is there certainty and clarity what the effect would be? (There is no ambiguity in how effective this action would be.)
3. Is there a penalty for failure?

If the answer to all three of these questions is yes, then the player can make an Attribute check to attempt this action. Otherwise, the GM and the players together narrate a reason why the action cannot happen. Maybe the engineer doesn’t have the right tools, or the rope that they need isn’t strong enough to do what it needs to.
Movement

Moving is a Basic Action. By spending 1 Action, you can move up to your Speed in hexes. You can Move multiple times per turn.

Your **Speed** is **3 + Agility** minus any Burden from your Armor. This is used to determine how quickly you can move on the battlefield, represented as a number of hexes per Action.

Your **overland speed** is 3 miles per hour. This is how quickly you can travel when outside of combat or tight spaces. When traveling on foot, you can push yourself to move at twice your overland speed for AGI hours once per Rest.

### Interactions with Occupied Hexes

You can move through (but not end on) a hex occupied by non-hostile entities. You cannot move through hexes occupied by hostile entities.

For the purpose of movement, all agents and interactable objects count as entities, including (but not limited to) summoned creatures and tinker Designs that occupy a hex, such as traps and automata.

**See also**: Area Effects
Magic

Magic is a phenomenon allowing some control over reality through currently unknown means. Some areas of the universe experience magical variation.

Magic is regarded as a natural part of everything that has a soul. In this way, most creatures have the capacity to learn or use magic in one way or another. However, truly mastering the art tends to require years of practice and/or born intuition, and creatures with physical, mental, or spiritual disabilities may struggle to ever produce any magical effects. In some cultures, such creatures are stigmatized as having a weaker soul or no soul at all. For most people, magic is something that would take several years of study to learn even a single spell, so it's generally regarded as a training reserved only for those who dedicate their life to it or have natural talents for it.

## Why are Spells as They Are and Not Otherwise?

An excerpt from the writings of Dr. Willan Krigore (2063 - 2137 CR)

*...Arcane variance was first discovered by Charlotte Osborne in 1618 when her ritual for "Lyghte Ev'rlasting" (which, in fact, would only last one and a half days) could not be reproduced with results identical to her first incantation. It was known at this time that spells often failed or produced awry results, but this was the first known investigation into the matter in history.*

*Since Osborne's* conundrum, several theories have arisen to explain arcane variance. In 1649, Rev. Jethro *Lucke proposed the theory of soul, coined in the quote, "Given the soul of man is unique in each body, the gods then grant us unique arcanae." This theory was rejected over the course of ten years when further research had shown even the same mage could produce different results when following a ritual identically in repetition.*

*The next theory to be largely accepted would not be published for over a hundred years, in 1756. It was the work of Nestor Linus Lovelace and Zedock Massey known as the aether theory. Lovelace and Massey believed the entire world was bathed in an imperceptible element which mages conjure into perception and bend, as potters to the wet clay. Just six years after the popularity of the aether theory, Abigail Otku Hawke published her theory of filtered phlogistication. The theory proposes that a spell is the rapid conversion of air into phlogiston followed by a burning, or dephlogistication. Hawke's work coined the modern arcane terms of "burnout" and "wildfire."*

*Today, most arcanists believe - in some capacity - of a combined theory, "the phlogisticated aether." There are currently a diverse range of perhaps three hundred separate theories fracturing from the original works of Lovelace, Massey, and Hawke or diverging entirely. In fact, several recent arcanists have begun a reform toward Lucke's original soul theory in favor of a mage's personal attachment to the aether...*
Recovery Shock

**Recovery Shock** is a status effect that occurs when a creature's body reacts to healing too quickly, such as from strong healing spells or potions. Adventurers who abuse powerful healing effects can suffer from chronic fatigue and organ failure.

Whenever you gain Recovery Shock, make a Strength check. If the result is less than your Recovery Shock, you become permanently immune to the benefits of the spell or potion which just affected you (after resolving it).

Recovery Shock is reduced by Resting.
Path of the Unarmed Weapons

The Path of the Unarmed Weapons trains you in the robust martial style of using weapons as an extension of your body.

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

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

**And Another One**

**Cost**: 400 XP

**Expedited for**: Rage, Alacrity

**Activation**: 1 Reaction, 3 Vim

Make an attack with an Unarmed weapon. This ability is usable once per Round.

**Serpent Fist**

**Cost**: 400 XP

**Expedited for**: Rage, Alacrity

**Activation**: 3 Actions, 3 Vim

Move up to 2 meters, then make two attacks with an Unarmed weapon. These attacks may have the same or different targets. After your attacks, you may move up to 1 meter.

**Unarmed Barraging**

**Cost**: 400 XP

**Expedited for**: Rage, Alacrity

**Activation**: Attack, 2 Vim

This ability can be used when attacking with an Unarmed weapon. The attack deals an additional 2 damage for each time **Unarmed Barraging** hit this enemy since the start of their last turn (including this attack).

**Unarmed Defense Breaker**

**Cost**: 400 XP

**Expedited for**: Rage, Alacrity

**Activation**: Attack, 2 Vim

This ability can be used when attacking with an Unarmed weapon. This attack also deals 3 Vim damage.

**Unarmed Retaliation**

**Cost**: 400 XP

**Expedited for**: Rage, Alacrity

**Activation**: 4 Vim

This ability may be used after being hit by a melee attack. Make an attack with an Unarmed weapon. This ability may be used once per attack.

**Unarmed Stun**

**Cost**: 400 XP

**Expedited for**: Rage, Alacrity

**Activation**: Attack, 5 Vim

This ability can be used when attacking with an Unarmed weapon. This attack also deals 3 stun damage with impact.

**Whirlwind Kicks**

**Cost**: 400 XP

**Expedited for**: Rage, Alacrity

**Activation**: 3 Actions, 6 Vim

Make two Unarmed skill strikes against every adjacent enemy. Apply the same damage roll for all attacks.

**Unarmed Expertise**

 **Cost**: 400 XP

**Expedited for**: Rage, Alacrity

**Activation**: Passive

Your Unarmed weapons now deal 1d6 damage, instead of 1d3. You gain an additional +5 Accuracy and +1 damage with Unarmed Weapons.

**Unarmed Mastery**

**Prerequisite**: **Unarmed Expertise**

**Cost**: 500 XP

**Expedited for**: Rage, Alacrity

**Activation**: Passive

Attacking with an Unarmed weapon now requires only 1 Action. You gain an additional +5 Accuracy and +1 damage with Unarmed Weapons.

**Unarmed Perfection**

**Prerequisite**: **Unarmed Mastery**

**Cost**: 600 XP

**Expedited for**: Rage, Alacrity

**Activation**: Passive

Whenever you would make at least 2 Unarmed attacks against a target in a single turn, make another Unarmed attack against them. The attacks do not need to be Attack actions to trigger this effect; abilities which allow you to make Unarmed attacks also trigger this ability. This effect can trigger once per Round per target.
Path of the Gifted Craftsman

The hidden Path of the Gifted Craftsman is available only to those with the Gift of Craft and teaches the way of exceptional building.

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

**Path Completion Bonus**: None

## Core Abilities

**Tinker's Utility Kit**

**Cost**: 300 XP

**Activation**: Passive

*You have a knack for bringing exactly what you need.*

You have an equipment piece called "Tinker's Utility Kit," which weighs TEK Bulk. During a Quest, you may find any mundane tool or equipment in your kit which a tinker might reasonably have in their pack. Subtract the item's Bulk from the Tinker's Utility Kit and obtain this item. During an Intermission, your Tinker's Utility Kit is restored to TEK Bulk. You may discard some Bulk of your Tinker's Utility Kit at any time.

**Technician’s Aura**

**Cost**: 300 XP

**Activation**: Passive

*Technology seems to work when you’re nearby.*

Gain +4 *Luck* when dealing with technology.

**Exquisite!**

**Cost**: 300 XP

**Activation**: Passive

When you purchase this ability, choose a Quest from the list below, adding specific details to fit the context of your campaign. When you achieve this Quest, gain 500 XP and 3 Hero Points; this is a Critical Moment.

* Marvel at a great and rare wonder of technology
* Make a new and important discovery in technology
* Dismantle an important technology (for research or to prevent its use)
* Build a technology adopted by many
* Build a technology that serves a great purpose

**Memory Palace**

**Prerequisite**: Tinker's Training (Tinker)

**Cost**: 500 XP, Level 6

**Activation**: Passive

Your Intelligence is increased by 1 for the purpose of your Bluespace. Gain 3 max MP.

**Jack of Tinkertech**

**Prerequisite**: Tinker's Training (Tinker)

**Cost**: 500 XP, Level 12

**Activation**: Passive

Your Intelligence is increased by 1 for the purpose of your Bluespace. Gain 3 max MP.

**Ingenious Inventor**

**Prerequisite**: Tinker's Training (Tinker)

**Cost**: 500 XP, Level 24

**Activation**: Passive

Your Intelligence is increased by 1 for the purpose of your Bluespace. Gain 6 max MP.

**Quick Construction**

**Prerequisite**: Tinker's Training (Tinker)

**Cost**: 300 XP

**Activation**: Passive

Once per Quest, you can construct a Design that requires an Intermission during a Rest.
Range

Range is the distance an attack, ability, or spell can affect. For spells with lasting effects, the target(s) need to be in Range only when the spell is cast, unless stated otherwise.

A Ranged weapon with no maximum Range specified can target anything within line of sight, or something a character can see. If it has a specified Range, it may attack anywhere so long as the distance to that hex is at most equal to its Range. A weapon cannot attack past its Range.

The GM may apply situational modifiers for Ranges that are beyond the scope of the setting's realism.
Path of the Slippery

The Path of the Slippery trains you in escaping grapples and performing advanced agile combat maneuvers.

**Requirements:** Slippery Instincts (Nimble), Course of Contenders

**Path Completion Bonus**: +6 to AGI checks made to escape grapples

**Weasel**

**Cost**: 400 XP

**Expedited for**: Alacrity

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

This ability is usable when you are grappled. The Grapple Power is reduced by 2+X.

**Squirm**

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: 1 Action

This ability is usable when grappled. Move yourself and your grappler 1 hex, despite being grappled and normally being unable to move. You may pay 2 Vim to increase this effect to 2 hexes.

**Monkey Grapple**

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Passive

Add your AGI to STR checks made to grapple.

**Defensive Elbow**

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: 1 Action

This ability is usable when grappled. Make an Unarmed attack against your grappling foe, adding your AGI to the damage dealt.

**Bait and Switch**

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: 1 Reaction, 3 Vim

This ability is usable when you are targeted by an attack and there is at least one adjacent ally. Redirect the attack to an adjacent ally.
Determining Difficulty

This page is a resource for Game Masters on determining the difficulty of challenges. For **Encounter Difficulty**, see the Course of Tactics.

### **Scaling to Party Size**

To determine the Party Level, multiply the average character Level by the value in the table.

 6-11
 12+

### **Quick Check**

When you need to quickly determine the DL of a check, use this table. First. find the row that matches the difficulty descriptor you think fits for the task. If the player rolls in this range, they **succeed at a cost**. If they roll above this range, they succeed with excellence, and if they roll below this range, they fail catastrophically. The last two columns are provided for quick comparisons, but you’ll notice this information is redundant.

If this table is overall too easy for the game you're running, add half of the character's Level to the DL needed. For hardcore games, add the character's Level to the DL needed.

### **Check Difficulty**

Whether the players are attempting to climb a rope, impress a king, or search for clues, they will be rolling checks against a hidden DL set by the GM. That DL is based on how difficult the task is. This table gives you a guideline to how their rolls rate with the expected difficulty of a task.
Flux

## Overview

Things change, people change, and the world is in Flux.

Flux is Vennt’s core mechanic which tracks most influences and modifiers on the situation. The Course of Flux introduces 3 types of Flux: Tides, Grates, and Dams. The Course of Deltas also introduces Deltas. But all types of Flux follow the same basic rules.

## **Talking about Flux**

Flux is written in *Capitalized Italics* to specify that it is a phrase describing a Flux. When a specific modifier is associated with this Flux, it is put in brackets after the phrase. For example, *Mortally Wounded* *[-4]*.

## **Using Flux**

There are two ways a Flux can be used. You can **invoke** it for a bonus, or **compel** it to challenge the narrative. Importantly, Flux can only be used when the phrase is relevant to the situation. For example, *Hungry* could not be invoked for a damage roll unless the enemy looked tasty. As a rule of thumb: invoking a Flux grants the modifier associated with that Flux, while compelling a Flux usually suggests an unfavorable course of action or applies the modifier unfavorably.

#### **Invoking Flux**

Any Flux can be invoked once per Rest for free. Beyond that, you may spend 1 Hero Point for another invocation beyond this limit. This applies the Flux's modifier in a beneficial way to the character. This modifier can be applied to one relevant check, damage roll, or casting roll. With the GM's approval, a Flux may be applied to other values, such as the number of enemies affected by a spell or the magnitude of a buff or debuff. When you invoke a Flux, take note of your Level (see Dissolving Flux).

#### **Compelling Flux**

When you compel yourself to a Flux, gain 25 XP. The GM may also suggest a compel: you may choose to decline the suggestion, but if you accept, the compel is worth double (50 XP). When you compel a Flux, take note of your Level (see Dissolving Flux).

## **XP Rewards**

Gaining or losing any type of Flux (except at Character Creation) provides experience.

## **Dissolving Flux**

If a Flux is neither invoked nor compelled for an entire Level, it dissolves, removing the Flux from your character but without any XP for Flux changes. For example, if you gain a Flux during Level 3, it will dissolve when you reach Level 5 if it is not invoked or compelled at Level 3 or 4.
Rough

Terrain that is **rough** is difficult to move through. Moving into a rough hex costs 2 hexes of movement per rough hex. When rough terrain is made even more rough, it becomes **very rough** and costs 4 hexes of movement per very rough hex.

Abilities which ignore rough terrain also ignore very rough terrain unless otherwise specified.

Rough and very rough effects cannot stack with each other; only the stronger effect applies.
Flow

**Flow** is a situational modifier applied to advantageous situations. When rolling with Flow, roll 1d6 more than usual and drop the lowest die roll. For example, a check becomes 4d6 but ignore the lowest die. Flow can be applied multiple times to the same roll and stacks, adding Xd6 and dropping the lowest X rolls. Flow can affect any roll, such as a casting roll, damage roll, or a basic attribute check.

Flow can be given by the GM for advantageous circumstances. Flow is the opposite of Ebb. When a roll has Flow and Ebb, they cancel each other out: for example, adding 2 stacks of Flow and 1 stack of Ebb to a roll results in a roll with 1 stack of Flow.
Resh

Resh "the Powerful and Sensing Law" is one of the three Creators of the universe. Resh is represented by the color red, and is most well-known for his domains of power and emotion. Attributed with giving the world sturdiness and passion.

Though he has no definitive gender or origin, Resh is often depicted as a male orc. Before the orcish immigration to Amnis, he was previously depicted there as a muscular human or halfling. After the Age of Divination, Resh was depicted less and less orcishly, until the first orcs from Ewox An arrived, and his portrayal became almost universally orcish.
Path of the Gifted Researcher

The hidden Path of the Gifted Researcher is available only to those with the Gift of Science and teaches the way of exceptional wisdom.

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

**Path Completion Bonus**: None

## Core Abilities

**True Understanding**

**Cost**: 300 XP

**Activation**: Free Reaction

This ability is usable once per Rest. Gain 4 MP, then choose to either gain Inspiration or name a course of action you are considering taking: you learn accurately whether the GM believes this action's outcome will be likely good, likely bad, mixed results, or neither good nor bad.

**Mindful Meditation**

**Cost**: 300 XP

**Activation**: Rest

During a Rest, you can calm your mind to restore yourself. Gain 4 MP, then spend X MP up to WIS to gain +X HP and +2X Vim.

**Resolute Will**

**Cost**: 300 XP

**Activation**: Passive

Gain +4 to checks made to resist any kind of charm, fear, and intimidation.

**Second Thought**

**Cost**: 300 XP

**Activation**: Passive

Once per Encounter, reroll any one die you rolled.

**Innovator**

**Cost**: 300 XP

**Activation**: Passive

Whenever you earn Heroic Creativity, gain a Hero Point.

**Perfect Analysis**

**Cost**: 300 XP

**Activation**: 1 Action, 2 Vim

Choose a creature within sight. You learn one of the following (your choice). Then gain the buff *Analyzed [Creature]*: +2 to checks versus this creature.

* Their general tactics, strategy, or personality
* Their greatest weakness
* Their current intention
* Any lore about the target that can be garnered by observation
Tricksday

Tricksday is a holiday at the beginning of April. To Pfordin worshippers, it's a day of intentionally taking on new perspectives, recognizing old biases, and atoning for holding beliefs too sacred to be reconsidered. This is lightened with the merriment of a dinner intentionally made experimentally and some playful jesting with anyone who seems too set in their ways, though the decent Pfordin circles will scold the children who take this too far or pick on undeserving others. To the rest of the world, Tricksday is about pranks and sneaking fish into places they don't belong as a "gotcha" joke. Usually in good spirits and with low consequences, except when someone's fish gets stuck in a boiler and the pipes smell like rotten cod for a month, *Todd*.
Cover

Whenever a creature would be protected from a ranged attack by using the environment, such as hiding behind a wall, they have **Cover**. Ranged attacks which target a creature in Cover miss (and are completely negated) unless the ranged attack rolls doubles on its damage roll. Cover does not prevent Area of Effect attacks which also target the area behind cover, but cover may limit where those attacks can be placed (due to line of sight).

## Cover Variants

The Course of Surroundings introduces Cover variants as Environmental Objects.
Stats

A stat is a numerical character trait, such as Initiative, Speed, or Max MP. For spendable resources, see Pool.

When a stat is modified, any pools based on that stat are also modified. For example, if your Strength is increased by 1, you gain both 3 HP and 3 max HP. When your Strength is decreased by 1, you lose both 3 HP and 3 max HP.
Tinker Designs

Tinker Designs are tinkertech constructions made by abilities in Path of the Tinker and onward. All Tinker Designs have a **Design Complexity (DC)** associated with creating them which requires an equal amount of Bluespace to craft.

Creating Tinker Designs requires Tinker's Training (Engineer) or Alchemist's Training (Alchemist). You can swap Designs in and out of your Bluespace during a Rest by studying your design specifications. Unless otherwise specified, you can craft any Designs (and any number of them) during a Rest or Intermission; tinkering does not use your Downtime Actions.

Tinker Designs can be used by anyone --- including foes, if your designs fall into the wrong hands.

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. This doesn’t destroy the Design; when the Design is returned to your Bluespace, it functions fully. You can swap Designs in and out of your Bluespace during a Rest by studying your design specifications. Unless otherwise specified, you can craft any Designs (and any number of them) during a Rest. When a Design uses an Attribute, refer to the Attribute of the creature using the design, even if they didn’t make it. If a design is consumable, however, such as ammo or drinks, refer to the Attribute of the tinker who made it. Designs may be crafted only during Rests and Intermissions. Many Designs are made to be collapsible or otherwise lightweight.

When a Design is not equipped, attached to another Design, or otherwise in use, it has an amount of Bulk equal to its DC.
Vennt Wiki Style Guide

This page documents the intended style of the Vennt Wiki pages so that all wiki content can be consistent.

*This page is a stub. You can help by noting other consistent formatting techniques used across this wiki.*

## Abilities

Abilities are formatted in this way, omitting irrelevant lines:

**Ability Name**

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

**Unlocks**: A New Path

**Cost**: cost to purchase

**Expedited for**: Gift

**MP Cost**: [ X / X / X ]

**Casting DL**: [ X / X / X ]

**Activation**: cost to use

**Range**: range of spell

*Flavor text.*

Ability description.

## Text

### Attributes

Use the full name (Attribute) when referring to its type. Use the abbreviation (ATR) when referring to value. For example:

* Your Perception increases by 1
* A Strength check
* 3d6 + STR
* this happens WIS times

### Resistance checks

Formatted as "an Attribute check versus your Spellpower"

### Hyperlinks

Whenever a keyword is used which has a hyperlink, such as Round or Spellpower, it is linked the first time that keyword is introduced on that page or ability and not after. These keywords are only ever linked when its meaning is novel or ambiguous: ability, adjacent, attack, Encounter, health, mana, movement, spell, Vim.
Supported

**Support** is a status effect. A creature who is **Supported** by their allies may have abilities which require **Support** for special effects. You cannot receive multiple Supports simultaneously from the same ally (**Support** stacks across allies but not within allies). Unless otherwise stated, a **Supported** creature loses all of their **Supported** stacks at the end of their turn. You cannot **Support** yourself.
Threatened

A Threatened creature may only choose the last enemy who Threatened them as an attack target. A Threatened creature may declare an attack against multiple targets (or an area) as long as the enemy Threatening them is among the targets. Threatening lasts until the end of the Encounter unless otherwise specified. If a Threatened creature on their turn would be unable to deal damage to their target (such as being out of reach), the creature is no longer Threatened.
Round

*For rounding numbers up or down, see Rounding.*

A **Round** is one unit of Tactical time, from the beginning of the first character’s turn to the end of the last character’s turn, or from one point in the turn order back around to that point. A Round of a Tactical Scene represents 15 seconds of time in the game. Each Action, then, takes roughly 5 seconds, since every creature is taking their actions simultaneously within the game. Turn order is imposed to show which of these actions get resolved first, based on who reacted quicker (see Initiative).
The Tears of Resh

*The Tears of Resh* is a theatrical performance. The play follows a man of politics, though it's ambiguous in the story whether the man is meant to be a follower of Resh or Resh himself come down to Amnis in mortal form. The actor playing as this man wears a mask, representing his withholding emotion for the purpose of gaining political power. Through these efforts, the man ends up earning fame and glory with the crowds, wielding both power and law at his fingertips. Yet, in doing so he has lost relationships with his family and friends. In the final scene of the tragedy, the actor removes the emotionless mask to reveal the many tears he has shed and continues shedding. In the epilogue, he returns with the mask on, giving a speech to an army who moves at his every word.

*The Tears of Resh* is notable because, despite its popularity in written form, the play has not been performed for three hundred years. During its last years of performance, the main actor developed bouts of emotional distress and could no longer perform the show without breaking down in the middle. The performance was deemed cursed by the gods and this mask was stowed away, with folks saying it had "stored up years of Resh's emotions, and to wear it would be to wield the heart of a pained god."
Stacking

An effect that stacks can be additively combined with similar effects.

By default, buffs and debuffs stack when they come from different sources but not when they come from the same source. For example, if ability X provides +1 STR and ability Y provides +1 STR, you can use X and then Y to get +2 STR, but you cannot use X twice to get +2 STR, only +1.

If an ability explicitly allows a buff or debuff to be stacked, this means it can be stacked with itself.

Attack-activation abilities by default cannot be applied more than once per attack (but you can use multiple unique Attack-activation abilities on the same attack).

Changes to pools always stack unless specified otherwise. For example, if ability X provides 1 Alert, using X twice provides 2 Alert.

### Backwards Compatibility prior to v0.13.7

Some older abilities which reference stacking may not link to this page. Abilities that deal with stacking should link here and follow default stacking rules unless explicitly defined otherwise.

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

Urgristan is the original realm of Gristan, before it became an empire. It is also known as Gristan Proper. Gristan's capital is Indigot, most often simply referred to as The Capital. Urgristan houses the de-facto ruler of the empire, Abigail Virginia Claire IV of Stratton-Marbury, though Urgristan itself is ruled by Abigail's son, Lord Daniel Stratton-Marbury.

Scrump Tower, Tinker's Toybox and The Front are here.