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

The Path of the Tinkertech Weapons trains you to fire sidearms with alarming alacrity and accuracy.

**Requirements:** Tinkertech Specialist (Armed) AND Path completion of Path of the Tinker

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

**Shock and Awe**

**Cost**: 300 XP

**Expedited** **for**: Craft, Finesse

**Activation**: Attack, 4 Vim

This ability can be used when attacking with a Tinkertech weapon. Enemies you hit lose 2d6 Vim.

**Rope Tricks**

**Cost**: 300 XP

**Expedited** **for**: Craft, Finesse

**Activation**: Attack, 2 Vim

This ability can be used when attacking with a Tinkertech weapon. Enemies you hit are knocked prone.

**Extended Boom**

**Cost**: 300 XP

**Expedited** **for**: Craft, Finesse

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Tinkertech weapon that has a radius. Extend that radius by 1.

**Combat Module: Serration**

**Cost**: 300 XP

**Expedited** **for**: Craft, Finesse

**Activation**: Attack, 2 Vim

This ability can be used when attacking with a Tinkertech weapon. Deal an additional Wisdom bleed damage. Only one Combat Module ablity may be used per attack.

**Combat Module: Incineration**

**Cost**: 300 XP

**Expedited** **for**: Craft, Finesse

**Activation**: Attack, 2 Vim

This ability can be used when attacking with a Tinkertech weapon. Deal an additional Wisdom burn damage. Only one Combat Module ability may be used per attack.

**Combat Module: Paralysis**

**Cost**: 300 XP

**Expedited** **for**: Craft, Finesse

**Activation**: Attack, 2 Vim

This ability can be used when attacking with a Tinkertech weapon. The target takes 1 paralysis damage. Only one Combat Module ability may be used per attack.
Path of the Great Weapons

The Path of the Great Weapons trains you to wield the unwieldy with poise and strike for massive and grievous results.

**Requirements:** Great Specialist (Armed) AND Path completion of Path of the Warrior

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

**Great Full Swing**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: 3 Actions, X Reactions up to 3

Make an attack with a Great weapon. This attack deals an additional Xd6 damage plus your Strength times X. On a direct hit, this attack deals double damage. At the start of your next turn, lose 1 Action and 1 Reaction.

**Great Arc**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Attack, 1 Reaction, 4 Vim

*You arc your swing to hit two enemies next to each other.*

This ability can be used when attacking with a Great weapon. Your attack applies to two enemies. Both targets must be adjacent to you and to each other. Use the same damage roll for both targets.

**Great Block**

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

**Cost**: 400 XP

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

**Activation**: Passive

You may use your Great weapon to **Shield** **Block**. It has a Shield bonus equal to your Strength.

**Great Carver**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Passive

When you roll double 6s on the damage roll of a Great weapon, you may inflict a Grievous Wound of your choice (within the appropriate column).

**Great Defense Breaker**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Attack, 1 Reaction, 5 Vim

This ability can be used when attacking with a Great weapon. If this attack directly hits, your target is staggered and takes 3 stun damage.

**Great Stun**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Attack, 1 Reaction, 3 Vim

This ability can be used when attacking with a Great weapon. If this attack directly hits, your target is takes 1 paralysis damage and 3 stun damage.

**Great Sunder**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Attack, 1 Reaction, 4 Vim

This ability can be used when attacking with a Great weapon. In addition to normal damage, the target loses 1 Armor for every 3 damage dealt by this attack. This effect lasts until the armor can be repaired.

**Great Stance**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Passive

Add half of your Strength to damage rolls for all attacks made with two-handed weapons, in addition to normal damage. You may have one Stance active at a time. This ability may be toggled on or off during a Respite as a Free Action.
Dams

Dams are a type of Flux that represent a core value of your character. Like all Flux, they can be **invoked** or **compelled**. Typically, one of your Dams will come into play once or twice per Quest.

Unlike Tides, Dams do not change over the course of play --- they are permanent features of your character.

## Making a Good Dam

Dams are player-created phrases that represent an inherent code of your character, such as a core belief, moral code, social principle, or personal instinct. A good Dam should be strong and unwavering, single-faceted, and controversial.

## Examples

**Example Dams**
 I draw my gun at the first sign of trouble.
 No situation is hopeless.
 The world is a dangerous place for a child.
 Everything is negotiable.
 I always keep my promises, no matter what.
 Every favor must be paid back.
Course of Choices

The Course of Choices is a core Course taken at the start of every campaign. It introduces basic rules for making difficult choices.

**Course Requirements**: None

**Prerequisite for**: Flux, Heroism

Choice Encounters are tests of the player characters emotionally, morally, socially, or ethically. At least one Encounter per session should be a Choice Encounter.

For designing Choice Encounters, see Gamemastering.

## Course of Flux

Once the Course of Flux is unlocked, choice Encounters are often Critical Moments or Watershed Moments.
Guild Rank

Player characters in the canonical setting are adventurers of the Three Rivers Guild. During Character Creation, they establish their Guild Rank, which not only confers guild-based benefits (and social drawbacks), but creates a social hierarchy within the party. Guild Ranks are not something each player decides for themselves; rather, with the help of the GM, the party together discusses who has what rank. It is recommended that players with more RPG experience take higher ranks, enabling mentorship both in- and out-of-game.

A party must have at least half as many unique ranks among them as there are players, rounded up. So, for example, a party of 3 must have at least 2 unique ranks represented, and a party of 5 must have at least 3.

**Guild Ranks (ascending seniority)**
 Member
 Veteran
 Officer
Burning

**Burning** is a status effect, inflicted by any amount of **burn damage**. Burn damage is a type of special damage.

A creature who is burning is dealt their burn damage at the end of each Round, then their burn damage decreases by 3.

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

The hidden Path of the Gifted Heart is available only to those with the Gift of Charm and teaches the way of exceptional charisma.

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

**Path Completion Bonus**: None

## Core Abilities

**Perfect Persuasion**

**Cost**: 300 XP

**Activation**: Free Reaction, X Vim up to CHA

Add X to your CHA check made to persuade.

**Trustworthy**

**Cost**: 300 XP

**Activation**: Passive

*“Friends come and go, but enemies accumulate.”*

Gain +2 *Luck*. Add your *Luck* to all checks made to be trusted.

**Wholly Supportive**

**Cost**: 300 XP

**Activation**: Free Reaction, 1 MP OR 5 Vim

This ability is usable once per Rest. Support an ally. This Support counts twice, despite normal rules limiting Support from one person.

**Charismatic Resolve**

**Cost**: 300 XP

**Activation**: Free Reaction, 5 Vim

Gain 3 \* CHA temporary HP. This ability is usable once per Encounter.

**Judge of Character**

**Cost**: 300 XP

**Activation**: 1 Action, 1 MP

Choose a target creature you can see and study. The GM secretly rolls a CHA check for you versus DL 11 + the target's CHA. On success, the GM gives you an adjective that most accurately describes the creature's dominant character trait on the table below. On a failure within 3 from the DL, the GM gives you an adjective adjacent (orthogonally) to the accurate one. On a more severe failure, the GM gives you a random adjective of their choice. Actions which take advantage of or cater to this creature's dominant character trait gain Heroic Creativity.

**Never Alone**

**Cost**: 500 XP

*You are never truly alone, for you wield the alliance of a thousand friends at your side.*

For every significant relationship you have or make, decide the nature of the relationship with that person (see below). While the relationship lasts, it grants you the listed boon.

* **Unrequited love**: Once per Quest, invoke this relationship to gain +1 Strength for any roll.
* **Requited love**: Once per Quest, invoke this relationship to gain +3 to all Attributes for any roll.
* **Business partner**: Once per Intermission, gain 12d6 sp.
* **Physical commitment**: Treat your Strength as 1 higher for the purpose of Resting Recovery.
* **Mentorship**: Once per Quest, invoke this relationship to gain +2 Intelligence or Wisdom for any roll.
* **Playful friendship**: Once per Quest, invoke this relationship to gain 1 Alert.
* **Neighborly love**: Increase your max Vim by 1.
* **Frenemy**: Once per Quest, when making a check, you may use this person's Attribute instead of your own.
* **Naïve love**: Once per Quest, invoke this relationship to gain Flow to any roll, then gain Ebb to your next roll.
* **Nemesis**: Gain Flow on all rolls made against or to thwart this foe.
* **Alliance**: Once per Quest as a Free Action, Support this ally or become Supported by them.
* **Committed, permanent bond**: Once per Quest, invoke this relationship for the equivalent effect of a Hero Point.
Lux wards

A lux ward (sometimes Lux ward or Lux Ward) is a small votive candle which can be crafted by clerics and alchemists. It is often blessed with the protection of one of the Creators and/or infused with alchemical powders which give the candle a dim red glow when lit. Both approaches seem equally effective at staving off the Midnight Shade, which is the primary use of lux wards.

Large, weak, and stationary lux wards are cheaply available for the people of Amnis, though travelers and adventurers tend to be more interested in the potent and travel-sized versions when they know they will be somewhere in the wilderness during the night.

## Lux Grids

Major cities tend to be protected with redundant grids of streetlamps that burn the same alchemical mixture as lux wards to keep the city under constant protection. Smaller towns have a similar approach where multiple people claim the profession of warder, creating and lighting a grid of lux wards around the town every night.
Path of the Brutal Weapons

The Path of the Brutal Weapons trains you to be fiercely dangerous with every painful strike.

**Requirements:** Brutal Specialist (Armed)AND Path completion of Path of the Barbarian

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

**Brutal Full Swing**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: 3 Actions

Make an attack with a Brutal weapon. This attack deals double damage.

**Brutal Carver**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Passive

When you roll double 6s on the damage roll of a Brutal weapon, you may inflict a Grievous Wound of your choice (within the appropriate column).

**Brutal Defense Breaker**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Attack, 1 Reaction, 3 Vim

This ability can be used when attacking with a Brutal weapon. This attack also deals 3 stun damage with impact and staggers the target on success.

**Brutal Sunder**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Brutal weapon. In addition to normal damage, the target loses 1 Armor for every 4 damage dealt by this attack. This effect lasts until the armor can be repaired.

**Wear Down**

**Cost**: 400 XP

**Expedited for**: Rage

**Activation**: Attack, 2 Vim

This ability can be used when attacking with a Brutal weapon. This attack also deals 10 Vim damage.
Course of Surroundings

The Course of Surroundings introduces environmental advantages and disadvantages.

**Course Requirements**: Damages

**Prerequisite for**: None

## New Rules

This Course introduces these concepts:

* Hexes can be rough or very rough
* Swimming in water is very rough unless the creature has a Swim Speed
* Environmental Objects can be interacted with

## Adding Environmental Objects to a Scene

Once this Course is unlocked, most Puzzles and Tactical Scenes should have 1-3 types of Environmental Objects. When choosing Environmental Objects to add, use these guiding heuristics:

* What types of objects would especially help or hinder the players in this Scene?
* What types of objects have the players not experienced recently?
* What specific objects would make narrative sense in this Scene?
Flight Speed

A creature's Flight Speed is the Speed they use for moving through the air. By default, this is 0. If a creature has a Flight Speed above 0, they may use this Speed to move three-dimensionally, ignoring gravity.

When a creature's Speed is reduced, their Flight Speed is reduced by the same amount, but an increase of Speed has no effect on their Flight Speed.
Endangering Actions

This page is about Safety and Consent.

Endangering Actions are actions that could cause severe harm to a PC that they might not recognize. When a PC is about to perform an Endangering Action, the GM should acknowledge the potential consequences and check-in to see if the player still wants to perform this action. This can also be the start of a conversation about the potential consequences.

### Example

**Player**: "You said the boss isn't looking? I'd like to steal from his safe."

**GM**: "That's an Endangering Action, do you still want to steal from him?"

**Player**: "Why is it Endangering? It's just some money."

**GM**: "Your character doesn't know it yet, but theft in this region is punishable by cutting off fingers."

**Player**: "Oh... Maybe they don't steal this time..."

Credit of Endangering Actions to @RileyGryc.
Course of Weapons

The Course of Weapons introduces advanced rules for weapons.

**Course Requirements**: Damages

**Prerequisite for**: None

## New Rules

With this Course unlocked, ranged weapons no longer have infinite ammunition. Instead, advanced ammo may be purchased, and these replace any ammunitions on the Consumables page.

Additionally, advanced weapons may be purchased which provide unique bonuses.
Path of the Hero

The Path of the Hero pushes you to greatness.

**Requirements:** Course of Heroism

**Path Completion Bonus**: Your Hero Point capacity increases by 6

**Budding Hero**

**Cost**: 300 XP

**Activation**: Passive

You gain 6 Hero Points. This also increases your Hero Point maximum by 3.

**Hero's Fortune**

**Cost**: 300 XP

**Activation**: Passive

*Your adventuring over time has earned you a fortune.*

You gain 1000 sp. When you purchase this ability, you may spend up to all of your Hero Points to increase the amount gained by 500 sp per Hero Point.

**Hero's Lucky Hit**

**Cost**: 300 XP

**Activation**: Passive

*Your lucky moments are true wonders to astonish and impress.*

When you roll doubles on a damage roll or casting roll, deal an extra +1d6 damage where applicable.

**Heroic Haste**

**Cost**: 500 XP

**Activation**: 2 Vim

*You act with a small burst of expedience.*

Gain 1 Reaction. This ability can be used once per Round on your turn.

**Legendary Haste**

**Cost**: 600 XP

**Prerequisite**: **Heroic Haste**

**Activation**: 4 Vim

*You act with a burst of expedience.*

You gain 1 Action. This ability can be used once per Round on your turn.

**Epic Haste**

**Cost**: 700 XP

**Prerequisite**: **Legendary Haste**

**Activation**: 6 Vim

*You act with a great burst of expedience.*

You gain either 2 Actions or 3 Reactions. This ability can be used once per Round on your turn.

## Stat Increases

**Thief's Celerity**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +1 Agility.

**Scientist's Curiosity**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +1 Wisdom.

**Navigator's Eye**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +1 Perception.

**Musician's** **Fingers**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +1 Dexterity.

**Tinker's Touch**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +1 Technology.

**Scholar's** **Memory**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +1 Intelligence.

**Aeronaut's** **Arms**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +1 Strength.

**Noble's Wit**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +1 Charisma.

**Seer's Soul**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +1 Spirit.

**Hardy Hero**

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

**Cost**: 500 XP

**Activation**: Passive

You gain +6 max HP.
History of the Venntiverse

This page gives an overview of the known timeline of the Vennt universe.

## Age of Divination

This era occurred before the Creators' Reawakening. Exact dates are unknown.

## Creators' Reawakening

The Creators' Reawakening happened at 0 CR, which is why dates now count forward from this event. This era is widely regarded as a golden age for civilization across all three planets of the Bel system.

## The Great Wars

Between 700-1200 CR, many nations on Amnis were formed and collapsed during a period of turbulence. This period is cited as the birth of the modern empires, since the nations of Amnis have since become mostly stable.

## The Modern Era

### Notable Events on Amnis

* 1421 CR - Alin Sa'albury, inventor of the steam engine, is born
* 1683 CR - Steam-powered technology is perfected
* 1938 CR - Garamond Gywyn, arcanist engineer, is born
* 1956 CR - Garamond Gywyn discovers the applications of magic to existing technology
* 1993 CR - Garamond Gywyn founds the Gywyn University for Arcane and Mechanical Technology
* 2065 CR - Gywyn University becomes internationally renowned as "the greatest place a scholar can learn"
* 2110 CR - Bernice Belmeaux invents the first spacecraft
* 2142 CR - Travel between Amnis and Ewox An is made possible by a team of frontiersmen
* 2205 CR - Travel between Amnis and Ivlit is made possible by the Gristan Empire
* 2260 CR - The current date of the Broken Frontiers campaign
Course of Rewards

The Course of Rewards is a core Course taken at the start of every campaign. It introduces basic rules for rewarding the players.

**Course Requirements**: None

**Prerequisite for**: None

## When to give rewards

Rewards can be given:

* After a session, when it makes sense
* In or after an Encounter, when it makes sense

For example, the PCs could be on a mission which pays them in silver pieces for completion (after the session rewards), and during the mission, they could stumble upon a secret treasure room (rewards in an Encounter).

Rewards can be either inevitable (the PCs will receive these rewards as long as the main objectives of the mission are completed), or discovered (the PCs gain these rewards through optional successes). About half of the Rewards placed throughout the session should be given through main objective completion, and half through optional challenges.

## How many Rewards do the PCs earn?

Rewards are valued by their price in silver pieces (sp). You should prepare for your session an amount of Rewards equal to **20sp times the Sum of the Players’ Level (SPL)**. About half of this should be earned through optional challenges, such as finding a hidden passage in a room. These values should be split across approximately **one Reward per Encounter, on average**, often in batches of 2-3 Rewards every few Encounters.

**Easy/Hard Encounters**: For every Hard encounter, increase the rewards by 3sp \* SPL. For every Easy encounter, decrease the rewards by 2sp \* SPL.

**Extra Rewards**: Sometimes it makes sense for part of an adventure to have many rewards, more than the average. In these cases, the average Value of each Reward should be smaller than usual to compensate.

## Alternate Rewards

Items such as Equipment, Consumables, and Item Containers can also be found as Rewards. When allocating how many Rewards to place in a session, use half of an item's cost (its sellback value) for appraising these items.
Free

An Ability with an Activation of "Free" does not cost any Actions or Reactions. There is no limit to how many Free Actions/Reactions you can take, subject to GM discretion. Free Actions, like regular Actions, must still be used on your turn.

To spend a Free Action or Reaction, you must be able to use Actions or Reactions respectively. Effects which prevent the use of Actions or Reactions also prevent the use of Free Actions or Reactions.
Assist

Assisting is a Basic Action available to all characters.

To assist, explain how you help an ally with a check and roll the same check as the ally you're helping. You may spend X MP or twice as much Vim (as narratively appropriate) to gain +Xd6 to your roll. If you roll equal to or higher than your ally, they gain +3 to their check. If you roll lower, they lose -3. (For subsequent assists, compare to the ally's new value rather than their original roll. Explanations of assists should reflect the intensity of how much Vim/MP you spend on the assist.)
Path of the Sidearm Weapons

The Path of the Sidearm Weapons trains you to fire sidearms with alarming alacrity and accuracy.

**Requirements:** Sidearm Specialist (Armed) AND Path completion of Path of the Gunslinger

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

**Barraging Bullets**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Alertness

**Activation**: Attack, 2 Vim

*“Keep shooting! One of these days we’ll hit something actually important!”*

This ability can be used when attacking with a Sidearm weapon. With impact, place 2 **Barraging Bullets** mark on the target. If there are at least 6 **Barraging Bullets** marks on a target: remove all **Barraging Bullets** marks, the target takes 3d6 + DEX unavoidable bleeding damage.

**Bullet Storm**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Alertness

**Activation**: 2 Actions, 5 Vim

*You unload your weapon, firing multiple shots in rapid succession.*

Choose an X less than or equal to your Dexterity. Your Accuracy is reduced by 10X, but you may make X Sidearm attacks at the same or different targets. Roll damage only once for all attacks. After this ability is used, this weapon cannot be fired again until you spend 3 Actions reloading it.

**Loose Grip**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Alertness

**Activation**: Passive

You take a -12 penalty to checks made to prevent disarming your weapon, but you gain a +10 Accuracy bonus with ranged weapons. This ability may be toggled on or off freely between Encounters.

**Point Blank Bullet**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Alertness

**Activation**: Passive

When you attack an enemy with a Sidearm weapon, if the enemy is within 3 meters, deal an extra 1d6 damage.

**Sidearm Spright**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Alertness

**Activation**: Passive

Gain +2 to all Initiative rolls. On the first round of each combat, gain +1 Action.

**Quick Shot**

**Cost**: 400 XP

**Expedited** **for**: Finesse, Alertness

**Activation**: 1 Action, 3 Vim

Make a Sidearm basic attack at a -20 penalty to Accuracy.

**Swift Bullets**

**Cost**: 400 XP

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

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Sidearm weapon. Make a skill strike with this Sidearm weapon that deals normal weapon damage.

**Very Swift Bullets**

**Prerequisite**: **Swift Bullets**

**Cost**: 500 XP

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

**Activation**: Attack, 5 Vim

This ability can be used when you activate **Swift Bullets**. Make two additional skill strikes with this Sidearm weapon that deals normal weapon damage.
Mal

Mal "the Secretive and Thoughtful Chaos" is one of the three Creators of the universe. Mal is represented by the color yellow. She is often depicted as a female gnome, though she has no definitive gender or origin. Attributed with giving curiosity and complexity tot he world.

Before the Ivlitian immigration to Amnis, Mal was previously depicted there as a short human or halfling. After the Age of Divination, Mal was depicted less and less gnomishly, until the first gnomes from Ivlit arrived, and her portrayal became almost universally gnomish.

Mal is the goddess of science, tinkering, hiding and revealing secrets, controller of the Midnight Shade, and/or the source power of the lux wards, depending on how much praise or criticism wants to be given by that particular community. Mal is the one to thank and blame for both light and darkness, and is secretly cursed for causing entropy (such as breaking technology and creations) but those curses aren't spoken out of fear of gaining Mal's ill will.

Mal has three children: Tink, P'fordin, and Nyx.
Downtime

Between Scenes, Acts, and Quests are **Downtime**. Downtime is the calm before the storm of your next perilous journey. These are the moments when the group collects themselves, rests, works on side projects, and plans their next move. To determine how much a person can get done during these moments, Vennt has three defined periods of time:

A **Respite** is the amount of time between Scenes or Encounters. During this time, you can accomplish one task marked “Activation: Respite.”

A **Rest** is the amount of time between Acts. That is, Acts are definitionally separated by Rests. During this time, you can accomplish one task marked “Activation: Rest.” Additionally, you can accomplish any reasonable number of tasks marked “Activation: Respite,” left up to the GM’s discretion.

An **Intermission** is the amount of time between Quests. During this time, you can accomplish one task marked “Activation: Intermission.” Additionally, you can accomplish any reasonable number of tasks marked “Activation: Rest” or “Activation: Respite.”

**Downtime Shapes the Story**

*“I want to use a Rest ability but I don’t know if it’s the end of the Act yet!”*

If everyone wants the Act or Quest to be over, it is. Even if you’re in the middle of a dungeon, the Act ends when you need it to. In this way, Downtime affects the shape of your adventure. It can turn a single mission into multiple Acts because you need to rest in the dimly lit alcove, or it can merge three weeks of travel into a single montage Scene because there is no reason to take a break.

**Not Every Scene Ends With Downtime**

Sometimes a fight will break into a chase, or an investigation will trigger a fight. In these moments, the Scene has changed, but there hasn’t been a Respite between them. Similarly, an Act might not end in an Interlude and a Story might not end with an Intermission.

## Trivia

* The time between Acts was previously an Interlude
Abilities

An **ability** is any purchasable action or passive benefit which players can purchase for their characters from Paths. A spell is a special kind of ability.

### **Purchasing Abilities**

During the course of gameplay, you will earn XP. This usually happens at the end of each game session and when you complete a Quest. XP can be spent to purchase abilities. **Abilities may be purchased at any time**.

You can buy abilities only in Paths that you have unlocked and only if you meet the Prerequisites of the ability. When you first create your character, you begin with only the Path of the Beginner unlocked (see Character Creation).

### **Unlocking and Completing Paths**

When you purchase an ability, it may Unlock or Partially Unlock a Path. The full requirements for Unlocking a Path are always listed at the top of that Path. If you purchase all abilities in a Path, you gain the Path Completion Bonus. Some abilities don’t need to be purchased for this bonus, marked by “*This ability is not required for the Path Completion Bonus.*” Note that some Paths have more requirements than just other abilities, such as Attribute scores or Gifts.

### **Expedited Learning**

A hero 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, characters with that Gift pay a half XP cost instead of the normal cost.

### **Using Abilities**

How to use an ability is listed under its Activation. You may need to spend MP or Vim to activate an ability as well as spend some Actions and/or Reactions. Recall that Actions must be spent on your turn, while Reactions can be spent at any time. If an ability is usable during an Attack, you may activate this ability any time you declare an Attack action with your weapon.

### **Narrative Flavor**

Abilities may be described narratively in a way that is different from how they are written. For example, Pummel Armor (Fighter) could be described as bashing someone's armor in or ripping it off or cutting a hole through it. As long as the player character could reasonably perform an action, any narrative description can explain the mechanics of their abilities.
Actions

During a Tactical Scene, you gain 3 Actions at the start of each of your turns. At the end of each turn, you lose any existing unused Actions. On your turn, you may use an Action as a Reaction.

See Basic Actions for actions that are always available.

See Course of Tactics for more about tactical scenes.
Initiative

Your **Initiative** is your Agility + Dexterity. At the beginning of a Tactical Scene, roll 3d6 and add your Initiative. The result is used to determine turn order in combat. On a tie, apply the following tie-breaking rules in order:

1. The creature with the higher Initiative bonus goes first
2. If both creatures have equal Initiatives, the player goes before the enemy
3. If both creatures are on the same side, the creatures decide among themselves

### Surprise

When attacking an unaware target from out-of-combat, the first attack is resolved prior to rolling for Initiative. If an attacking party synchronizes their attack, this can result in multiple actions (up to one full turn per creature) happening before Initiative is rolled. However, these actions count as a separate Encounter for the purpose of Encounter-based effects. Once combat is declared through hostile actions, Initiative is rolled as normal.

### Choosing Turn Order

A party can align themselves in a particular turn order through strategic Delaying.
Path of the Conjurer

The Path of the Conjurer yields advanced training in elemental conjuration.

**Requirements:** Expert Conjuration (Elementalist), Course of Foes

**Path Completion Bonus**: None

**Greater Conjure Water**

**Prerequisite**: Conjure Water (Spellcaster)

**Cost:** 500 XP

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

**Activation:** 2 Actions

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

**Casting DL:** [ 12 / 16 / 22 ]

**Range**: 30 meters

*"Well, it put out the hellhound. But now we all smell like wet dog."*

You conjure [ 200 / 4000 / 16000 ] gallons of water. This volume of water fills approximately [ 1 / 20 / 80 ] cubic meters. Creatures drenched in this water remove all of their burning damage.

**Summon Aquatic Creature**

**Prerequisite**: Conjure Water (Spellcaster)

**Cost:** 500 XP

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

**Activation:** 2 Actions

**MP Cost**: [ 6 / 12 / 24 ]

**Casting DL:** [ 14 / 18 / 26 ]

**Range**: 6 meters

You summon an aquatic creature to fight for you. You summon one creature with [ 7 / 15 / 30 ] Summon Points. This creature can and must breathe underwater. Taking the Aquatic creature ability grants the creature the ability to breathe and move on land amphibiously, instead of its normal effect.
RPG Introduction

## **What’s an RPG?**

This roleplaying game (RPG) is a narrative game that plays like group storytelling. Every player takes the role of a **player character** (**PC**), speaking and acting as them, except for the last player, who controls the flow of the game as the **Game Master** (**GM**). Choose your GM now.

From now on, “players” refers only to those who control PCs and not the GM.

**Materials Needed**

Paper and pencils to take notes, and three six-sided dice. When rolling dice, a common notation will be used. Each die is called a d6, so rolling three dice would be 3d6, and rolling two dice but adding three to the result would be 2d6+3.

**Optional Materials**

You may find it useful to have an erasable board or map (dry- or wet-erase) and some markers for visualization purposes. However, blank pieces of paper may also be used as a substitute, or you may prefer to visualize everything in your “theater of the mind.” When using maps, you may also find it useful to have tokens or miniatures to represent the player characters and other things of interest.

**General Guidelines to Play This Game**

This is a story-driven game. If you are a player, your role is to speak as the first-person narrator of your character, voicing their speech and describing their actions. If you are the GM, your role is to speak as a third-person narrator, describing everything except the actions and speech of the player characters (that is, the environment and the **non-player characters**, or **NPCs**).

## **Materials to Play**

To play Vennt as intended, you’ll need a few game pieces:

**Dice**

Normal six-sided dice (d6’s). You’ll want at least 3, and probably 3 per person if you dislike sharing.

**Pencils and Paper**

For taking notes.

**Character Sheets**

0.12.1 character sheet template is a spreadsheet.

**Grid Mat and Accessories**

Vennt is played entirely on a grid in front of everyone. This helps visualize the scene. To enhance the experience, you’ll want tokens or figurines to represent the characters and surroundings, and markers to draw on the mat.
Course of Heroism

The Course of Heroism introduces rules for narrative heroics.

**Course Requirements**: None

**Prerequisite for**: Combat, Flux

## New Rules

This course introduces these concepts:

* Narrative Bonuses are awarded for good roleplaying
* Players gain a new pool: Hero Points
* Characters can Support each other
* A roll can have Ebb or Flow depending on the circumstances

### **Hero Points**

Every PC begins play with 3 Hero Points and has a maximum capacity of 9 Hero Points.

If you exceed your maximum, you may spend some Hero Points immediately so that they are not wasted. Note that Hero Points cannot be earned for an action that was accomplished by spending Hero Points (after all, to be a hero, you must deny being a hero). Hero Points can be spent as a Free Action, see Hero Points for what you can do with them.

### Using Ebb and Flow

When a player's action would have advantageous circumstances, such as persuading someone who is drunk or trying to understand a technology when you have access to the manual, the GM can grant Flow to rolls the player makes toward this action.

On the other hand, when there are disadvantageous circumstances, such as trying to climb in the rain or following tracks in the dark, the GM can give Ebb to rolls the player makes.

Though rare, if there are multiple significant circumstances, the GM may give multiple stacks of Ebb and/or Flow.

## New Content

Unlocking this Course also unlocks the Path of the Colorful and the Path of the Hero.
Money

On Amnis, goods and services are purchased with copper pence (cp), silver pieces (sp), and gold proofs (gp). One gold proof is worth a hundred silver pieces; one silver piece is worth ten copper pence (singular: penny). Often a piece will be cut up into two ha’pieces (worth five pence each), and a penny can be cut into two ha’pence, denoted as (/p). Proofs can be cut into half proofs (50 pieces) or quarter proofs (25 pieces), but rarely ever smaller fractions due to arguments over even cutting. A journeyman, an average worker, can expect to earn 20 to 25 silver pieces a week, and average living expenses fall between 10 and 20 silver pieces a week.

### Value

See the Value of Money for estimating how much something costs.

### Paper Money

While precious metals are nearly universal currency, some nations use paper monies. The most popular of these currencies on Amnis is the Gristan Grist. One Grist (abbreviated “gr”) is equal to one silver piece, but the bills come in amounts of 1/p, 1cp, 5cp, 1sp, 5sp, 10sp, 20sp, 50sp, and 1gp.

### Non-Amnean Currencies

On Ivlit, money is referred to as girsch and comes in the forms of small, thick, gear-shaped coins like metal nuts. While there are many regional currencies, most types of girsch are universally traded for their base metal value.
Path of the Shadow Conjurer

*See the shadows dance.*

**Requirements:** Shadow Dagger (Shadow Arcana), Course of Foes

**Path Completion Bonus**: All of your Summoned creatures gain +1 Summon Point

**Conjure Minor Shadows**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 8 ]

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

**Activation**: 2 Actions

**Range**: 6 meters

You summon weak, shadowy creatures to fight for you. You must maintain this spell as a Reaction or the creatures will dissipate. You summon one shadow creature with [ 4 / 8 / 16 ] Summon Points.

**Conjure Shadows**

**Prerequisite**: **Conjure Minor Shadows**

**Cost**: 600 XP

**Expedited for:** Magic

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

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

**Activation**: 2 Actions

**Range**: 6 meters

You summon shadowy creatures to fight for you. You must maintain this spell as a Reaction or the creatures will dissipate. You summon one shadow creature with [ 7 / 15 / 30 ] Summon Points.
Grenades

Grenades are a Weapon category and one-time-use (consumable) items. As an item, Grenades take **1 Action** to use, including retrieving it from your inventory and throwing it. Grenades use **Dexterity** as their weapon Attribute. They have a **range of 6 \* STR meters**.

Grenades deal their damage to everything in the target hex.

Grenades blast all nearby hexes within their **Blast Radius** (listed in meters) for the amount of damage listed as **Blast Damage**, as an Area of Effect attack. For example, if a Grenade has a Blast Radius of 1 meter, the Blast Damage hits every adjacent hex. When an ability modifies a Grenade's damage, it also modifies the Blast Damage.

These Grenades are purchasable in major civilizations:

## Course of Damages

The Course of Damages introduces these new Grenades:
Course of Combat

The Course of Combat introduces basic rules for creating enemies to fight.

**Course Requirements**: Heroism

**Prerequisite for**: Conditions, Bounty, Surroundings, Swarms, Wounds

## New Rules

This course introduces these concepts:

* You can now buy (and sell) a greater variety of Weapons, including Grenades
	+ Weapons can vary in their Attribute, Range, and Bulk
* Creatures can take Cover to protect against ranged attacks
* Creatures can be flanked by multiple enemies
* Creatures can be knocked prone or go prone for a tactical advantage
* A threatened creature can attack only the creature threatening them

## New Content

Unlocking this Course also unlocks the Path of the Armed and several abilities in core Paths.

Unlocking this Course adds new Cog abilities, Consumables, and Equipment.
Passive

When time is not a factor for an Attribute check, you may use your **passive** score (also called taking a passive check). Instead of rolling 3d6, treat the check as if you rolled 11 with no doubles or triples. In some situations that represent the average of your skills, the GM may require using a passive check instead of rolling.
Dying

With the Course of Wounds unlocked, reaching 0 HP no longer knocks you unconscious, but instead:

1. Gives you the **Dying** status effect
2. Knocks you prone
3. Gives you one Grievous Wound

While **Dying** you have two Actions fewer per turn. If you are Dying and receive HP from any source (including natural healing), you heal from 0 HP (you can’t have a negative amount of HP, even if the attack dealt enough damage to do so). When your HP is above 0, you are no longer Dying. At the end of each turn while Dying, gain a Grievous Wound from the Dying column. You cannot gain more than one Grievous Wound per Round.

**Death**

A character dies when they have 3 Grievous Wounds at the same time (Grievous Wounds may be removed, for example through certain advanced abilities of magic and chirurgy).

**Total Loss**

If every character in the party is Dying, they fall unconscious and the Act ends. This is not always the end of these characters, but it often results in a failed quest.

**Death of Non-Player Characters**

If a non-player character (both allied and hostile) reaches 0 HP, they die. The only exception is if they are important to the narrative and death should be difficult for them to achieve. In this case, they are treated as a player character for the purpose of Dying and Death. When playing a one-shot (an adventure with only one session), player characters die when they reach 0 HP.
List of Paths

This page describes all Paths in Vennt. Buying abilities from a Path may require the group to have elected into certain Courses.

### Novice Paths

* Path of the Fighter
* Path of the Magician
* Path of the Scholar
* Path of the Tinker

### Journeyman Paths: Fighter

* Path of the Barbarian
* Path of the Duelist
* Path of the Duke
* Path of the Fluid Fighter
* Path of the Gunner
* Path of the Knight
* Path of the Marksman
* Path of the Rogue
* Path of the Rover

### Journeyman Paths: Magician

* Path of the Cantrips
* Path of the Divination Arcana
* Path of the Magus
* Path of the Raw Arcana
* Path of the Shadow Arcana
* Path of the Temporal Arcana
* Path of the Thaumaturgy Arcana
* Path of the Universalist Arcana
* Path of the Wizard

### Journeyman Paths: Scholar

* Path of the Alchemist
* Path of the Artificer
* Path of the Bard
* Path of the Fluke
* Path of the Investigator
* Path of the Leader
* Path of the Physician
* Path of the Savant
* Path of the Tactician

### Journeyman Paths: Tinker

* Path of the Armor Tinker
* Path of the Artillery Tinker
* Path of the Automaton Tinker
* Path of the Blacksmith
* Path of the Gadget Tinker
* Path of the Transport Tinker

### Specializations and Upgrades

* Path of the Colorful
* Path of the Hero

### Heroes, Villains, and Beyond

*Paths of advancing the narrative and customizing your journey.*

* Path of the Black
* Path of the Byronic Hero
* Path of the Dead
* Path of the Legend
* Path of the Protagonist
* Path of the Unusual Colors

### Gifted Paths

*Exclusive abilities for exceptional characters.*

* Path of the Gifted Craftsman
* Path of the Gifted Duelist
* Path of the Gifted Fighter
* Path of the Gifted Heart
* Path of the Gifted Loremaster
* Path of the Gifted Magician
* Path of the Gifted Ninja
* Path of the Gifted Researcher
* Path of the Gifted Scout
* Path of the Unchosen One

### Adept Paths: Fighter

* Path of the Assassin
* Path of the Brawler
* Path of the Cavalier
* Path of the Dungeon Delver
* Path of the Focused Fist
* Path of the Grenadier
* Path of the Guardian
* Path of the Hunter
* Path of the Squad
* Path of the Spellshot
* Path of the Spellsword
* Path of the Trapper
* Path of the Trickswitch

### Adept Paths: Magician

* Path of the Air Arcana
* Path of the Charm Arcana
* Path of the Earth Arcana
* Path of the Fire Arcana
* Path of the Heroic Arcana
* Path of the Ice Arcana
* Path of the Illusion Arcana
* Path of the Lightning Arcana
* Path of the Nature Arcana
* Path of the Necromancy Arcana
* Path of the Tinker Arcana
* Path of the Transmutation Arcana
* Path of the Water Arcana

### Adept Paths: Scholar

* Path of the Aethermancer
* Path of the Chef
* Path of the Commander
* Path of the Diplomat
* Path of the Fate Gambler
* Path of the Foil
* Path of the Gizmologist
* Path of the Navigator
* Path of the Psion
* Path of the Seer
* Path of the Toxicologist

### Adept Paths: Tinker

* Path of the Alchemical Tinker
* Path of the Construction Tinker
* Path of the Cyborg Tinker
* Path of the Energy Tinker
* Path of the Modification Tinker
* Path of the Titan Tinker
Norrin

Norrin is Vennt's Iconic Gift of Finesse character.

## *The Swift Hand*

Growing up as a halfling in a human city isn't easy. It's twice worse when you're poor, thrice if you're an orphan, and five --- or was it four --- times as bad if you have trouble reading and concentrating. People think what you need is old books so you can educate yourself or something. No, you need food so you can get by.

When other people failed him, Norrin took to taking what he needed. And why not? He deserves a five-finger discount for all he's had to deal with. Did this get him into trouble? Sure, plenty of times. But Norrin always finds a way out of it. He's hyper alert, hyper agile, sometimes just plain hyper. And he always comes through. For himself, of course. For others, not so much. Asking Norrin to get something done has about as high a success rate as winning a hand of Three Blind Dice when you're actually blind.

Then one day, Norrin took from the wrong guy. Or was it the right guy? He was a tinker, geared to the nines, with such interesting baubles and trinkets that Norrin couldn't help himself. That is, until the alarm went off, some trap thing caught his arm, and the next thing he knew Norrin was sitting in some dingy room in some dingy building that was absolutely boring.

People talked at him for hours about what he did and he barely caught any of it. But then, rather than jail him or let him go, they gave Norrin an offer. Join the guild, they said. Put your sticky hands to good use. Did they have room and board?, Norrin asked. Did they have food? Yeah, they said, all you can eat, plus you can keep some of those trinkets you took. In fact, we'll gear you up to the nines they said, give you some lenses that'll help you stay focused.

Sure, Norrin chuckled. As if that was possible.
Backstory

This page helps adventurers in the canonical setting figure out who they are. For help thinking of a character, see Character Concept Help.

*You are a recruit for the Three Rivers Guild, an organization of adventurers that seek out dangerous missions in distant lands for great rewards of wealth, fame, and knowledge.*

### **Status Quo**

Describe your:

* Approximate age
* General physical description
* Living situation before adventuring

### **Call to Adventure**

Describe the turning moment when you leave your existing life for adventure. This decision is best when there is one single moment that forces your hand, rather than a slowly building desire.

### **Joining the Guild**

Describe how you join the Three Rivers Guild.

### **Name**

By now, you should be able to come up with a name for your character.