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Equipment

Unless otherwise specified, every equipment item:

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

If multiple items come with the purchase, listed in parentheses, this number is how many can stack in a single Bulk.

Equipping or unequipping a weapon counts as using that item, so it costs 1 Action. You may unequip a weapon and equip a different one in the same Action.

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

Equipment can be sold back at half of its base cost.

See also Item Containers and Consumables.

## Course of Combat

 Ten Foil Hat

 Dagger, Assassin's
Gamemastering

This page provides an overview for how to be a Game Master in Vennt. See also: Category:Gamemastering.

## Getting Started

* What is Vennt
* RPG Introduction
* Roleplaying
* Core Rules

## Preparations

For the first session, see The First Session.

To prepare subsequent sessions, planning the Story happens in three steps:

1. Chart out your RIVER
2. Build the Plot
3. Build the Encounters, which may include:
	* Story Beats
	* Hazards
	* Traps
	* Environmental Objects
	* Puzzle Objects
	* Narrative Objects
	* NPCs
	* Pre-made enemies from the Bestiary
	* Custom enemies as Cogs or Wrenchmen
	* Descriptions of the Encounter space

## During the Session

For an overview of what you do during the session, see Running a Game. You may also need to handle Social Interactions or Downtime.

## After the Session

At the end of each session, ask your players to submit Adventure Reports. You may also need to handle more Downtime. Finally, decide as a group which new Courses to opt into, if any.

## Additional Resources

* Conflict Ideas
* Choosing the Right Numbers
* Determining Difficulty
* Estimating Bulk
* Estimating Damage
* Story Ideas
* The Value of Money
* Weather

## Custom Content

Want to make your own rules? Make sure to check out Vennt's Design Values.
Path of the Unchosen One

The hidden Path of the Unchosen One is available only to those with no Gift.

**Requirements**: No Gift, Base Course Set

**Path Completion Bonus**: None

## Core Abilities

**Extraordinary Ordinary**

**Cost**: Free

**Activation**: Passive

Gain +1 to any three Attributes. The number of Grievous Wounds required to kill you is reduced to 1 and cannot be raised.

**Determination**

**Cost**: 200 XP

**Activation**: Passive

When purchasing any ability, you may spend 3 Hero Points to treat it as Expedited.

**Background Noise**

**Cost**: 200 XP

**Activation**: Passive

*You have a hard time standing out. That also means you have an easy time blending in.*

Gain +3 to checks made to hide in crowds, appear non-threatening, or otherwise be just another nameless face in a sea of many. This increases to +6 if you don't have a Color Specialization.

**Luck of the Nobody**

**Cost**: 200 XP

**Activation**: Passive

Gain +1 *Luck.* This increases to +2 *Luck* if you don't have a Color Specialization.

**Luck of the Red Shirt**

**Cost**: 200 XP

**Activation**: Free Reaction

*"Oh, the monster's going to eat me first? Just my luck."*

This ability is usable once per Encounter at the start of the Encounter. You threaten all enemies currently involved in the Encounter.

**Unsung Hero**

**Cost**: 200 XP

**Activation**: Passive

Whenever you gain any Narrative Bonus, gain an extra Hero Point. When you purchase this ability, your Hero Point maximum decreases by 3.

**Nothing Special**

**Cost**: 500 XP

**Activation**: Passive

Whenever you earn XP, you earn 20% more. This increases to 40% if you don't have a Color Specialization. This effect applies retroactively.
General FAQ and Edge Cases

This page documents rulings on edge cases and FAQ on specific rule interactions. See also Category: FAQ.

## Actions and Interactions

##### **What happens if an Action cost is reduced below 1 Action?**

An ability reduced below 1 Action instead costs 1 Reaction. If a 1 Reaction ability is reduced again, it becomes a Free Reaction, GM permitting.

**What resolves first if I use a Reaction ability in response to an enemy action?**

Unless otherwise stated, the effects of Reaction-based abilities resolve before resolving Action-based abilities (including Basic Actions).

**Can I talk freely?**

Talking is a Free Reaction.

**Does Block (Beginner) work on other damage types?**

Block only works on normal damage.

## Dice and Rolling

##### **In what order do modifiers happen?**

Apply additions and subtractions before multiplications and divisions. See Order of Operations for Modifiers.

##### **Does a number round down or up?**

Down unless specified, see Core Rules. Note that "down" and "up" are always as the floor and ceiling functions, respectively, and don't involve actual rounding.

##### **If an ability requires doubles/triples etc., does it only activate when the specified amount are rolled?**

Rolling more than the specified dice still count for the purpose of matching dice, so triples also count as doubles, four of a kind count as triples and doubles, and so on.
Adventure Reports

After a game session, it can help to know what your players are thinking about so that you can use this information to plan the next session. In the LARPing community, these are called Post-Event Letters, or PELs. So, after each session of Vennt, ask your players to submit an Adventure Report.

**Contents of an Adventure Report**

An Adventure Report is is a brief summary of what their character did, and how the player feels about it. What were the important moments of the session? What are the character’s views on those events and their expectations of how those events will unfold? What are the character’s plans and goals for the future? This report can be written in-character (from the perspective of the character), or out-of-character (from the perspective of the player), so long as it contains this information.

**Player Tips for Good Reports**

* Write your Adventure Report sooner rather than later, while the adventure is still fresh in your mind
* Organize your report into sections using bullet points or headers
* Sort your thoughts by plot points rather than how you experienced the adventure chronologically. This keeps relevant details together.
* Emphasize what you think is or will be important for your character.
* Emphasize what you think is or will be important for the larger story.
* Briefly mention your expectations, hopes, or fears of how the story might progress.
* Briefly mention your goals, plans, and desires for the near future.
Attribute damage

**Course requirement**: Course of Damages

**Attribute damage** is a special damage that applies a penalty to the specified attribute. For example, 3 attribute damage to Perception results in a -3 to Perception, or an effective Perception of 3 less than your Perception score. Unless otherwise specified, attribute damage applies only on direct hits and ignores Armor. Attribute damage can be recovered from certain abilities and from Resting recovery.

Like other special damage types, attribute damage ignores Armor, stacks, and is applied with impact unless otherwise stated.

Whenever a creature's attribute is reduced to -6 or lower, they are knocked out.

## Course of Wounds

With the Course of Wounds unlocked, add the following rule for Attribute damage:

Whenever an Attribute takes damage which reduces it to -6 or lower, this inflicts additional status effects and a Grievous Wound, based on the table below. A creature with an Attribute of -6 or lower also has the Dying condition until their Attributes are all greater than -6.

**Wounds from Attribute Damage**
 Dexterity
 Charisma
 Intelligence
 Perception
 Spirit
 Strength
 Technology
 Wisdom
Morena Vera

Morena Vera is Vennt's Iconic Gift of Alacrity character. She is canonically portrayed as Afro-Latino, or the Venntiverse equivalent.

# **Morena Vera**

## ***Mist of the Night***

*Morena Vena grew up as a gymnast in Quel-Kiv. Despite her natural talent at acrobatics, gymnastics for her was a constant struggle with her BDD. Through much training, she was able to minimize this struggle and even acquire her own gym. But when her gym was vandalized, she took up a vigilante role in defending her gym and her town from vandals. Eventually her talents became known to the Three Rivers Guild, and she joined the guild to defend those who cannot defend themselves.*
Course of Wounds

The Course of Wounds introduces advanced rules for long-term injuries.

**Course Requirements**: Damages

**Prerequisite for**: None

## New Rules

This course introduces these concepts:

* When a creature would be knocked out, they instead start dying
* Dying leads to a Grievous Wound unless the damage was non-lethal
* Having too many Grievous Wounds results in death (though you may still ask for Mercy)
Path of the Rifle Weapons

The Path of the Rifle Weapons trains you to fire rifles with deadly aim and fatal results.

**Requirements:** Rifle Specialist (Armed)AND Path completion of Path of the Marksman

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

**Perfect Shot**

**Cost**: 400 XP

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

**Activation**: 3 Actions, 1 Reaction

Make a Rifle attack at +30 Accuracy and +2d6 damage. This counts as an Attack for the purpose of Attack abilities.

**Sniper Shot**

**Cost**: 400 XP

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

**Activation**: Attack, 2 Vim

*You aim carefully and adjust for wind and bullet drop.*

This ability may be used when you make an attack with a Rifle weapon. Ignore all penalties due to making a long-range attack.

**Rifle Defense Breaker**

**Cost**: 400 XP

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

**Activation**: Attack, 4 Vim

This ability may be used when you make an attack with a Rifle weapon. On a direct hit, the target loses PER Vim. This effect is doubled if you are at least 12 meters away or tripled if you are at least 30 meters away.

**Piercing Rifle Shot**

**Cost**: 400 XP

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

**Activation**: Attack, 3 Vim

*You load an armor-piercing bullet.*

This attack ignores all Armor if you are at least 12 meters away from your target.

**Bayonet**

**Cost**: 400 XP

**Expedited for**: Alertness, Finesse

**Activation**: 1 Reaction, 3 Vim

Make a melee attack with your Rifle weapon at a target within 2 meters. The attack is still treated as being made with a Rifle weapon and deals an extra 1d6 damage.

**Rifle Stance**

**Cost**: 400 XP

**Expedited for**: Alertness, Finesse

**Activation**: Passive

*Your training with rifles has taught you to aim well.*

Add 5 times your Perception to your Accuracy for all attacks made with two-handed weapons. You may have one Stance active at a time. This ability may be toggled on or off freely between Encounters.

**With Your Name On It**

**Cost**: 400 XP

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

**Activation**: Passive

*You brought some special bullets with you.*

Up to TEK times per Rest, you may spend a Reaction to add one of the following effects to your Rifle attack:

* The attack also deals 1d6 bleed damage
* The bullet explodes on impact, dealing half damage to all adjacent enemies
* The attack deals +2d6 damage

**Rifle Mastery**

**Cost**: 400 XP

**Expedited for**: Alertness, Finesse

**Activation**: Passive

*"Bullseye."*

Whenever you roll a 6 on a damage roll for a Rifle attack, deal another 1d6 damage. This effect can trigger multiple times.
Addiction

[Content warning: drug abuse]

*This page describes optional rules. When including drugs and addiction in your game, **please make sure everyone consents** to their inclusion at your table. See Safety and Consent Resources for more.*

**Requirements**: This content requires the Base Course Set.

Addiction is an effect caused by some drugs and consumables.

### A Note on Downtime

For the purpose of Addiction, Intermissions are equivalent to Rests.

## Becoming Addicted

Your Addiction Level begins at 0.

Whenever you take a drug that can lead to addiction, roll a WIS check to determine your character's willpower and a Luck check to determine how the drug affects your body this time. The DL for these checks is 7 + the number of times you've taken this drug (including this one) since your Addiction Level changed. If you fail either of these checks, your Addiction Level increases by 1. If your Addiction Level would increase beyond 3, instead gain the Grievous Wound *Drug Addiction* which gives a -1 to all attributes.

## Recovering from Addiction

For every 3 Rests without using the drug, your Addiction Level decreases by 1.

## Addiction Effects

When you use a drug for the first time since your last Rest, it relieves other bodily tensions, removing fatigue, any withdrawal effects (see below), and potentially other emotional or physical relief at the GM's discretion.

After a Rest, unless you immediately use the drug, multiply your Addiction Level times the number of Rests since your last use and roll on the table below to determine your withdrawal symptoms. These symptoms can stack and last until the next Rest or until you use the drug.

## Force of Habit

When you Rest in a region that has the drug and you have the freedom to seek it out (e.g., you are not restrained or confined), roll WIS and Luck as if you had taken the drug. If you fail either check, you are compelled to seek out the drug and use. Failing this check consumes your Downtime action; you cannot perform other Downtime Actions while using. This is not a Compelled Flux, if you fail this check you cannot refuse to seek the drug.
Looting

**Requires**: Course of Bounty

At the end of a lethal combat, intense situation, or other opportunities when there are valuables to be salvaged, your party may have an opportunity to loot. Looting may take your character several minutes. The value of loot is based on the number of lootable things and their threat level. For mixed groups of enemies in a single Encounter, loot each group separately.

In addition to the loot gained, the GM may provide additional loot or story details, such as lore artifacts hidden in the pockets of a corpse or the egg of a beast that can be raised as a pet.

### 2. Discovering Loot Type

There are 6 types of lootable entities. Roll 1d6 on the appropriate table to determine the type of loot you receive, where X is the value in silver pieces of your loot (rolled for in step 3). Loot can be sold in towns during Downtime at the full value of its worth. Midnight Shade are considered Arcanae. In the descriptions below, "you" refers to the loot roller.

### 3. Rolling for Loot

Finally, if the loot description above mentions X, then one member of your party rolls a Perception check to determine precisely how much you've looted. For abilities that affect "when you roll to loot," apply only your bonus and not other party members' abilities. You may spend Hero Points on this roll as you would any other roll. The result of this check is multiplied by your Loot Value Multiplier to determine the final worth, in silver pieces, of your findings. This is not per-member but for the entire party; your group may then choose what to do with this loot.

When an ability refers to the roll to loot, it refers to this roll and not rolling for loot type.

### 4. Pressing your Luck

Unless you rolled a 1 on Loot Type (step 2), you may choose to press your luck. If you do so, return to steps 2 and 3 to roll for another type of loot and its value, in addition to what you've already earned. However, each roll for loot takes a cumulative -3 penalty to the loot roll. You may continue rolling until you choose to stop or you roll a 1 on Loot Type.

## Course of Deltas

With the Course of Deltas unlocked, add your *Luck* to the loot roll.
Path

Abilities, purchased by XP, are arranged into tiers called **Paths**. Every character begins with access to the Path of the Beginner. Other Paths are unlocked by purchasing certain abilities, as listed by that ability. When you have bought every ability within a Path, you gain its **Path Completion Bonus**.

For all Paths, see the List of Paths.
Narrative Bonuses

Players should always describe their awesome attempted actions with rich description and elaboration. With the Course of Heroism unlocked, doing so even earns bonuses based on their flavorful descriptions.

When a player uses a description that fits one of the categories below, any other player (including the GM) can grant them narrative bonuses after the player finishes their description. A given narrative bonus may be received at most once per Encounter (per player).

If there are circumstances which should give a roll a bonus but are not related to the player's narrative, use Flow instead, and likewise Ebb for situational penalties.

## **Heroic Creativity**

This bonus is awarded to any action that makes clever use of the situation. This can mean involving the environment or another creature, or just creatively overcoming a challenge. This award will often be handed out almost every Encounter if everyone is roleplaying well.

*Example: “I jump off the table to reach the cyclops’ head and I try to shove my sword through his eyeball!”*

This bonus gives +3 to a single roll that the action requires, such as a damage roll or casting roll. Where the bonus is applied is chosen by the player receiving the reward.

## **Legendary Roleplaying**

Any action or speech which defines your character as unique and interesting (and usually while using flavorful language) is awarded **Legendary Roleplaying**. Both the GM and other players may grant this award to a player who earns this bonus. This award will often be handed out almost every Encounter if everyone is roleplaying well.

*Example: “When the king approaches to knight me, I pick his pocket.”*

This awards 1 Hero Point. If Legendary Roleplaying is earned while spending a Hero Point, the awardee instead gains 25 XP.

## **Epic Moment**

An **Epic Moment** bonus is given to any action or speech which is so astonishing that everyone playing is impressed by your heroism and creativity. Usually you can tell when this happens when everyone stops talking to give you a slow clap. This award is rare and will usually be granted at most once per game session.

This awards 6 Hero Points and increases your Hero Point cap by 3. Additionally, the action which triggered an Epic Moment has no MP or Vim cost.
RIVER

The RIVER is a tool to help the GM plan their session. The RIVER consists of answers to these questions:

## **R**eason - What's the goal?

What will the PCs hope to accomplish? What’s their primary reason for going on this adventure, and what secondary objectives do they hope to achieve along the way?

## **I**nterest - How is each character's story involved?

For each PC, how does their story and backstory interweave with this plot? This can be described loosely, for example, “My brother used to live in the town we’re going to,” or “The adventure will take us on a boat, and I always dreamed of the ocean,” or simply “This adventure pays well, and I need the money.”

After several sessions, the answers might converge to “I’m going on this adventure because this is my life now and my allies need me.” It’s still important to ensure that every PC has a strong reason to be part of the team.

## **V**enue - Where does it start?

What is the first location the PCs will be in?

## **E**xpectations - What do you think will happen?

The players should describe some of the events they think could happen, to give the GM a sense of what they expect, what they hope will happen, and what they hope won’t go horribly, terribly wrong (spoiler: it does).

## **R**eal Life - What are the logistics of the actual game session?

When and where will players meet up again to play the game?
Area Effects

This page describes the kinds of areas that can effect can have. See also Area of Effect attacks.

## Radius

Radius effects include the target hex and all hexes around it in that amount of radius. For example, Radius 0 would include only the target hex, while Radius 1 would include all adjacent hexes.

## Line

A line effect extends that many hexes in a single direction. If the line's angle means it would straddle two hexes, both of them are affected.

## Cone

Cones have two measurements: a width and a length. The width determines the angle of the cone: how many hexes adjacent to the origin it affects. Then lines are drawn through these hexes extending [length] hexes. Hexes between these lines are also affected. A cone of width 1 is a line.
Ebb

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

Ebb can be given by the GM for disadvantageous circumstances. Ebb is the opposite of Flow. 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.
Prone

Of a creature’s position, flat on the ground. While prone, your Speed is at most 1. Purposefully going prone or standing up from a prone position costs 1 Action.

## Knocked Prone FAQs

**What happens if I'm knocked prone while mounted?**

You fall off / out of the mount and become prone.

**What happens if I'm knocked prone while flying?**

You fall a number of meters equal to your Flight Speed. If this puts you on the ground, take fall damage and become prone. Otherwise, you are considered prone but are still in the air.

**What happens if I'm knocked prone while swimming?**

If the water has a current, you are pushed in the current's direction a number of meters equal to your Swim Speed (typically one fourth of your normal Speed). Otherwise, you fall down this many meters. If this puts you on the ground, become prone.
Normal Damage

**Normal damage** is the damage type of any damage which does not inflict a special status effect, such as burn damage or bleed damage, or happens in special circumstances such as fall damage. Normal damage does not need to be physical in nature, magical and galvanic damage are also normal. Normal damage happens with impact.
Linusanther Theodore Cogwright

Linus Theodore Cogwright is Vennt's Iconic Gift of Craft character.

# **Linus Theodore Cogwright**

## ***The Clockwork Craftsman***

*The frazzled beard and small stature hide an impeccably clever tinker, too smart for his own good.*

*Linusanther Theodore Cogwright has been a professional engineer for 73 years now. The first 61 years were spent on his home planet, Ivlit, a sprawling civilization for gnomes and dwarves. But when magitek travel finally connected Ivlit with Amnis, he took the voyage to explore the fabled new life. He brought his wife, Kalimulyn, the only light in his life that permits his heart to go on such a venture. She was, after all, the one who convinced him he was, in fact, smart and worthy enough to be a tinker in the first place.*
Attributes

There are 9 Attributes which determine a character’s general aptitude. For information on determining your Attribute scores during the Character Creation process, see Character Creation.

**Agility (AGI)**

How swiftly do you move your body? How gracefully, how nimbly? Agility checks are used for sneaking and avoiding damage in certain circumstances. Agility adds to your Speed and Initiative.

**Dexterity (DEX)**

How precise are your hands? How quick and quiet are your fingers? Dexterity checks are used for precise object manipulation and spell effects which require precision. Ranged and light weaponry use Dexterity to make attacks. Dexterity adds to your Initiative. Dexterity is a tertiary Attribute for tinkers.

**Charisma (CHA)**

How likable are you? How influential can you be? Charisma checks are used for interactions with people and animals, persuasion, and bartering. Charisma is added to certain interpersonal skills, such as those that aid your allies.

**Intelligence (INT)**

How much do you know? How flexible is your mind at solving logical problems? Intelligence checks are used for knowing lore, medicine, engineering, and logic. Intelligence determines a tinker's Bluespace. Intelligence is a tertiary Attribute for mages.

**Perception (PER)**

How aware are you of your surroundings? How much do you sense around you? Perception checks are used for searching, noticing, and using your bodily senses. Perception is added to certain attack skills, such as those that improve your Accuracy.

**Spirit (SPI)**

How enduring is your integrity? How passionate is your soul? Spirit checks are used to resist or assert magical influence. Spirit is the primary Attribute for determining a spell's effectiveness.

**Strength (STR)**

How great is your physical might? How powerful are your muscles? How resilient is your body? How quickly do you heal? How hardy are you? How long can you persist? Strength checks are used for endurance, effect resistance, and brute force. Strength is added to certain combat feats such as blocking and armor usage. Melee and heavy weaponry use Strength to make attacks. Strength contributes to your max HP and Vim and recovery when Resting.

**Technology (TEK)**

How well do you understand technology? How easily does it bend to your will? Technology is the primary Attribute for determining a Design's effectiveness.

**Wisdom (WIS)**

How sharp is your wit and common sense? How strong is your faith and self-discipline? Wisdom checks are used for intuition, willpower, common sense. Wisdom is used for making attacks with tinker weaponry. Wisdom determines your maximum MP.

## Max Attribute Scores

Depending on the flavor of your campaign, the GM may set a maximum amount for permanent Attribute scores.

* For a gritty, realistic, or dark setting: attributes can be at most 5, or 3 during Character Creation.
* For a standard steampunk fantasy setting: attributes can be at most 7, or 4 during Character Creation.
* For a high-fantasy setting: attributes can be at most 9, or 5 during Character Creation.
Aethervision

Aethervision is the ability (or disability) to see the aetherial plane instead of the material plane. Aethervision is most often a state of being rather than an ability that creatures can turn on and off at will; as such, creatures using aethervision lose their ability to see the material plane.

Creatures with aethervision see in monochrome, though not necessarily black and white. What they perceive is a blur of aetherial fields and auras. Each creature has their own magical aura: they can use this to see roughly where creatures are and who they are (once they have matched a voice with an aura). Creatures with aethervision can also identify objects with magical auras and detect the strength of the aura as well as some quality of it, literally seeing the magic of it.

Environments and objects also have a faint magical presence that looks different based on their density and material. This allows creatures with aethervision to coarsely navigate and interact with objects by feel and vague visual shape. Objects that are distinctly anti-magic or which have no aether are seen as void --- black holes that appear as rips in the fabric of their vision and which are extremely difficult to perceive or stare at.

Creatures with aethervision have also been rumored to be able to occasionally see ghosts, shade creatures outside of Midnight Shade, and other strange phenomena.
Course of Puzzles

The Course of Puzzles is a core Course taken at the start of every campaign. It introduces basic rules for puzzle Encounters.

**Course Requirements**: None

**Prerequisite for**: None

A Puzzle is any kind of Encounter that requires a clever solution. For example, perhaps the PCs need to safely scale a five-story building, or open a locked treasure chest, or turn on the Micro Analytic Melting Machine.

### **Solving the Puzzle**

The PCs solve a puzzle with a check. The DL to solve the Puzzle is equal to 10 + [number of Players] + [the average Player Level]. Assisting is recommended for these Encounters. For an easier/harder Puzzle, subtract or add 3 to the DL respectively.
Pools

Pools are any numeric resources your character has, such as HP, MP, and Vim.

A pool does not have a maximum unless specified.

Modifications to a pool (both adjusting the maximum and the number of resources available) stacks unless specified.

## List of Pools

*This list is incomplete. You can help by expanding it.*

* HP
* MP
* Vim
* Alerts
* Money
Gywyn University

Gywyn University of Arcane and Mechanical Technologies is an internationally well-known university for studying the arcane arts, technical tinkering, and the even rarer magitek. It is located in Garamond, Est Acre, Gristan just a few miles from the Three Rivers Guild headquarters. Gywyn University and the town it's located in are named after Garamond Gywyn.

Other departments at the university include runescription and ancient languages, in particular,Parwelth Hall, an academic building which houses the department of Runescription and Ancient Cultures.
Concentrated

Certain spells require concentration to maintain. If the spell allows you to maintain it, once per turn you must spend some time, usually a Reaction, for this spell’s effect to persist. If you can’t, or choose not to, the spell ends. A maintainable spell lasts for free until the start of your next turn; at the start of each turn, either pay the cost to continue maintaining concentration or end the spell.

Whenever you are attacked, you must either drop your concentration, ending all concentrated spells, or lose 1 Alert and 3 Vim for each spell you are maintaining. On a direct hit, you must succeed a Strength check versus the damage received to continue maintaining your spells.

Spells may be maintained across Encounters but not Rests.
Alert

Alert is a pool that can be earned and spent within a Tactical Scene. Alerts represent temporarily heightened senses, strengths, or agility which allows a creature to avoid or resist incoming attacks.

An Alert may be spent within the Encounter it was gained as a Free Reaction to halve all incoming damage (min. 0). If the attack was a direct hit, spending any Alerts instead makes the attack a glancing blow. Multiple Alerts may be spent on the same attack; the effect stacks, such that using two Alerts on an attack quarters the incoming damage.

You can hold up to AGI + PER Alerts at a time. Like other pools, you can stack multiple Alerts from the same source.

If a creature loses an Alert but has none to lose, the effect is voided (nothing happens).
Course of Bounty

The Course of Bounty introduces advanced rules for looting.

**Course Requirements**: Combat

**Prerequisite for**: None

## New Rules

In addition to existing Rewards, player characters can loot defeated enemies and ambiguous treasures to discover new rewards. Additional value gained by looting does not count when calculating their earned Rewards, which should still be given through (for example) placed treasures and Quest payments.
Reactions

During a Tactical Scene, you gain 1 Reaction at the start of each of your turns. At the start of each turn, you lose any existing Reactions from the previous turn. Prior to taking your first turn, you do not have any Reactions, though you may earn Reactions through certain abilities.

Abilities which use only Reactions may be used at any time, unless otherwise specified, and resolve prior to Actions. For example, using Dodge (Beginner) in response to an Attack resolves the Dodge before resolving the Attack. (This is a clear example, but the same principle holds true for non-sequitur Reactions as well.)

See Course of Tactics for more about tactical scenes.
Path of the Gifted Scout

The hidden Path of the Gifted Scout is available only to those with the Gift of Alertness and teaches the way of exceptional perception.

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

**Path Completion Bonus**: None

## Core Abilities

**Exceptional Reactions**

**Cost:** 400 XP

**Activation**: Passive

Gain 1 Reaction per turn.

**Boon of the Nightwatch**

**Cost:** 200 XP

**Activation**: Passive

Gain +12 Initiative at night. In the dark, gain +1 to Perception checks.

**Never Lost**

**Cost:** 200 XP

**Activation**: Passive

*You have a perfect sense of your surroundings.*

You always know which direction is north. You automatically succeed checks to avoid getting lost. When in an environment that is difficult to navigate, gain +3 to checks made to forage, scavenge, explore, or find a path.

**Efficient Scavenger**

**Cost:** 200 XP

**Activation**: Passive

Gain +3 to loot rolls.

**Supportive Spotter**

**Cost:** 200 XP

**Activation**: Passive

When you succeed a Perception check or Perception Assist, allies who benefit from the result are Supported.

**Find the Opening**

**Cost:** 200 XP

**Activation**: Attack

This attack ignores all Armor at an Accuracy penalty of -5 times the Armor ignored.

**Perfect Senses**

**Cost:** 200 XP

**Activation**: Passive

You can isolate the spatial source of a sound or smell perfectly within 30 meters. Additionally, you are immune to being flanked.

**Hunter of the Six Senses**

**Prerequisite**: **Perfect Senses**

**Cost:** 300 XP

**Activation**: Passive

Your hearing, proprioception, and sense of smell are exceptional, allowing you to move and fight as well with your eyes closed as open. You are not obstructed by lack of sight or sound and you can navigate effectively in the dark, even though you cannot see in darkness.
Grappling

When you successfully grapple a target, you gain the **grappling** condition. This applies all of the following effects:

* You can break the grapple at any time as a Free Reaction
* You cannot use the hand(s) you are grappling with for other purposes
* You take a -6 penalty to casting rolls
* You and your grappled creature(s) move together, see Movement below

On your turn, in addition to all normal actions, you may also spend 1 Action to attempt to strengthen the grapple: roll a STR check, this becomes the new Grapple Power of the grapple.

## Movement

While grappling, your Speed is halved for each target you are grappling.

When you move while grappling, you attempt to drag or carry your grappled creature(s) with you by forcibly moving them with you. If any of your grappled creatures have movement-resisting effects, they may move less than you intend to move them. In this way, you and all grappled creatures remain tethered to the slowest target.

### Example

You have a normal Speed of 6 and you are grappling one creature, so your Speed is halved to 3. You spend 1 Action to move 3 hexes and pull them with you, but they have a movement-resisting ability which halves any forcible movement, rounded down. As a result, you and the grappled creature both move only 1 hex in your chosen direction, keeping your relative distance to each other the same.
Path of the Gifted Ninja

The hidden Path of the Gifted Ninja is available only to those with the Gift of Alacrity and teaches the way of exceptional agility.

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

**Path Completion Bonus**: None

## Core Abilities

**Bolt Attack**

**Cost**: 300 XP

**Activation**: Attack, 4 Vim

This attack deals an additional amount of damage equal to the distance (in meters) between your current position and where you were at the start of your turn, up to a maximum of 3 \* AGI. This ability is usable only on your turn and once per Round.

**Perfect Evasion**

**Cost**: 300 XP

**Activation**: Passive

Evade attacks with 0 or less Accuracy.

**Naturally Nimble**

**Prerequisite**: Dodge (Beginner)

**Cost**: 300 XP

**Activation**: Passive

Dodge (Beginner) costs 1 Vim less for you (min. 0).

**Preferred Fighting Style**

**Cost**: 300 XP

**Activation**: Passive

Choose a Path. Abilities in this Path which are Expedited for the Gift of Rage or Finesse are also Expedited for you. This effect may apply retroactively as well.

**Light-Footed**

**Cost**: 300 XP

**Action**: Passive

*Even at high speeds, you are nearly imperceptible.*

When moving at full speed, gain the buff *Light-Footed*: gain +6 to checks made to go unnoticed, and you do not trigger certain traps, such as pressure plates or motion detectors.

**Dash**

**Prerequisite**: **Light-Footed**

**Cost**: 400 XP

**Activation**: Free Action, X Vim, up to 3

Move X meters. This movement ignores gravity. If you spent at least 1 Vim on this ability, gain 1 Alert. This ability is usable up to 3 times per Round.

**Double Dash**

**Prerequisite**: **Dash**

**Cost**: 500 XP

**Activation**: Free Action, X Vim, up to 3

Move 2X meters. This movement ignores gravity. Gain X Alert, up to 2. This ability is usable up to 3 times per Round. This ability replaces **Dash**.
Path of the Protector Weapons

The Path of the Protector Weapons trains you to use your offense defensively and your defense offensively.

**Requirements:** Protector Specialist (Armed) AND Path completion of Path of the Defender

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

**Barraging Protection**

**Cost**: 400 XP

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

**Activation**: Attack, 3 Vim

This ability can be used when attacking with a Protector weapon. You gain 1 Alert.

**Protecting Retreat**

**Cost**: 400 XP

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

**Activation**: 2 Vim

This ability may be used immediately after you attempt an attack with a Protector weapon. You may move up to 3 meters so long as your movement does not put you closer to your target.

**Protector Grip**

**Cost**: 400 XP

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

**Activation**: Passive

Shields and Protector weapons you wield cannot be disarmed. This ability may be toggled on or off as a Free Action during a Respite. You may have one Grip active at a time.

**Protector Stun**

**Cost**: 400 XP

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

**Activation**: Attack, 5 Vim

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

**Protector Parrying**

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

**Cost**: 400 XP

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

**Activation**: Passive

When you use **Parry** with a Protector weapon, gain +15 Accuracy.

**Protector Armor**

**Cost**: 400 XP

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

**Activation**: Passive

Whenever you receive a glancing blow, reduce the damage by 2 for each Protector weapon you are wielding.

**Protector Block**

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

**Cost**: 400 XP

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

**Activation**: Passive

You may use your Protector weapon to **Shield** **Block**. It has a Shield bonus equal to your Strength plus your Dexterity, in addition to any Shield bonuses it already has.

**Swift Protector**

**Cost**: 400 XP

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

**Activation**: 2 Actions, 3 Vim

This ability can be used if you have a Protector weapon in each hand. Make an attack with each weapon. The attacks can have the same or different targets.

**Protector Retaliation**

**Cost**: 400 XP

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

**Activation**: 1 Reaction, 3 Vim

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

Your story is divided, as many stories are, into chapters. This game uses some terminology to help you break up the story. These terms are also used in certain abilities.

 **Act** | The entirety of action between Rests. An Act includes a set of 2-4 related Tactical Scenes and can have up to 9 Scenes total. Think of it like an act in a play or a chapter of a book. This could be a dungeon, a tournament, a court case, or a full month of travel. Typically, an Act will be about 6 hours of gameplay. The spaces between Acts are Interludes. Effects that last for an Act are said to last until a Rest.
 **Quest** | A set of related Acts, usually 2-6 of them. A Quest is like one episode in a show or a book in a series. A quest is often a single story or mission. The spaces between Quests are Intermissions.
 **Campaign** | A Campaign, or Adventure, is a set of related Quests, anywhere from 1-12 Quests long. A Campaign is like the entire series of books, the whole game, the tale from start to finish.
Path of the Grenade Weapons

The Path of the Grenade Weapons trains you to make the best use of handheld explosives.

**Requirements:** Grenade Specialist (Armed) AND spend at least 500sp on Grenades

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

**Full to Bursting**

**Cost**: 400 XP

**Expedited for**: Craft

**Activation**: Passive

Grenades you throw that have a Blast Radius of 2 or more gain +1 Blast Radius.

**Cook Grenade**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Attack, 2 Vim

This ability is usable when making a basic attack with a Grenade. You may reduce the Blast Radius by up to DEX.

**Grenade Defense Breaker**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Attack, 4 Vim

This ability is usable when making a basic attack with a Grenade. This attack also deals 3d6 Vim damage.

**Huge Grenades**

**Prerequisite**: **Full to Bursting**

**Cost**: 500 XP

**Expedited for**: Craft

**Activation**: Passive

Grenades you throw that have a Blast Radius of 1 or more have doubled their Blast Radius. This ability replaces **Full to Bursting**.

**Curveball**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Attack, 4 Vim

This ability is usable when making a basic attack with a Grenade. This attack cannot be Evaded.

**Screwball**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Attack, 6 Vim

This ability is usable when making a basic attack with a Grenade. This attack can target hexes that you don't have line of sight to as long as there is a clear path for the Grenade to move through and you can draw a simple arc from you to your target location.

**Eephus**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Attack, 3 Vim

This ability is usable when making a basic attack with a Grenade. This attack does not resolve until the start of your next turn, but when it does it has double Accuracy.

**With Extra Sauce**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Attack, 3 Vim

This ability is usable when making a basic attack with a Grenade. For every damage type this Grenade deals, it deals +2 of that damage per d6 rolled for that damage type.

**Perfect Placement**

**Prerequisite**: **With Extra Sauce**

**Cost**: 400 XP

**Expedited for**: Finesse, Craft

**Activation**: Passive

Grenades you throw deal an extra 1d6 damage.
The Pioneers

A terrorist group responsible most notably for the destruction of Zhada, and sworn enemies of The First Winter. They're the Creators of the Greenblood, a biological chemical weapon which releases a corrosive and acidic flammable gas. Its primary ingredient is mutated orc blood. Often used to taint water supplies and commit other acts of terror.
Path of the Hunter

The Path of the Hunter trains you to track, hunt, and capture prey.

**Requirements:** Crouching Tiger (Marksman), Base Course Set

**Path Completion Bonus**: +10 Accuracy on all attacks

## Core Abilities

**Tracking Expertise**

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

While tracking, you ignore rough terrain and add your DEX to Perception checks. Additionally, when you find tracks, you can identify the creature that made them if you know of such a creature.

**The Most Dangerous Game**

**Cost**: 400 XP

**Expedited for**: Alertness, Alacrity

**Activation**: Passive

Gain +15 Accuracy against humanoids. Additionally, once per Encounter, gain 2 Alerts when you engage humanoids in combat.

**Killing Boom**

**Cost**: 400 XP

**Expedited for**: Alertness, Finesse

**Activation**: Attack, 3 Vim

If this attack kills an automaton, any excess damage is dealt to all adjacent enemies.

**Holy Ritual**

**Cost**: 400 XP

**Expedited for**: Magic, Mind

**Activation**: 3 Actions

You perform a sanctifying ritual. Gain the buff *Holy*: deal double damage against undead creatures and gain +10 Accuracy against them.

**Skilled Looter**

**Cost**: 400 XP

**Expedited for**: Alertness, Finesse

**Activation**: Passive

Add your DEX to all loot rolls.

**Leatherworker**

**Cost**: 400 XP

**Expedited for**: Finesse

**Activation**: Respite

When you slay a beast or monster with Armor, you may craft either an Armor Piece with an Armor value equal to half of the creature's Armor or a shield with a Shield Bonus equal to the creature's Armor. This crafted equipment lasts until the next Rest.

**Monster Expert I**

**Cost**: 400 XP

**Expedited for**: Mind, Science

**Activation**: Passive

Gain +3 to Intelligence and Wisdom checks made to know about monsters, arcanae, and undead creatures.

**Gain Their Courage**

**Prerequisite**: **Monster Expert I**

**Cost**: 500 XP

**Expedited for**: Mind, Science, Finesse

**Activation**: Respite

This ability is usable once per Rest and may be activated when you roll a 5 or 6 on the loot type of a Cog you killed. Until the next Rest, gain one of their abilities costing up to WIS AP.

**Monster Expert II**

**Prerequisite**: **Monster Expert I**

**Cost**: 500 XP

**Expedited for**: Mind, Science

**Activation**: 2 Actions, 2 MP

*"Vampires, werewolves, you name it, I got something for 'em."*

Choose an adjacent monster, arcana, or undead creature. Until the end of the Encounter, they lose all resistances.
Path of the Byronic Hero

The Path of the Byronic Hero tells the tale of your flaws. This Path is recommended for characters who embrace their Grates.

**Requirements:** Blessing in Disguise (Protagonist), Base Course Set

**Path Completion Bonus**: +3 max Hero Points

## Core Abilities

**Down But Not Out**

**Cost**: 100 XP

**Activation**: Free Reaction

Choose a Grievous Wound and invoke it as a Tide for all purposes. This ability is usable once per Rest.

**Gratefully Flawed**

**Cost**: 100 XP

**Activation**: Free Reaction

*You embrace your flaws and work with them.*

This ability is usable when one of your Grates is related to an action you are taking. Gain a Hero Point, then take Ebb on all rolls for the rest of the Encounter.

**Critical Growth**

**Prerequisite**: **Gratefully Flawed**

**Cost**: 200 XP

**Activation**: Passive

During Critical Moments, your Grates can be Weakened similar to Tides. When this happens, gain 6 Hero Points (this increases your Hero Point capacity by 3). You must always have at least 1 Grate.

**Strong Grates**

**Prerequisite**: **Gratefully Flawed**

**Cost**: 200 XP

**Activation**: Passive

During Critical Moments, you can gain new Grates and your Grates can be Enforced similar to Tides. When this happens, gain 6 Hero Points (this increases your Hero Point capacity by 3). When an Enforced Grate is invoked by **Gratefully Flawed**, gain 2 Hero Points.

**Tempered Mettle**

**Prerequisite**: **Down But Not Out**

**Cost**: 200 XP

**Activation**: Passive

*A knight in shining armor has never had his mettle tested.*

Each of your Grievous Wounds which gives some physical penalty (such as -1 Dexterity or -3 Speed) also grants +1 Wisdom or +1 Spirit, whichever is lower.

**Byronic Warrior**

**Prerequisite**: 3 Grates or 1 Grate Enforced by **Strong Grates**

**Cost**: 300 XP

**Activation**: Passive

The number of Grievous Wounds required to kill you increases by 2.