Venture Event System
Venture Event System
  • Venture Event System
    • Core Mechanics
    • Character Options
    • Session Rhythm
    • Encounter Advice and Enemy Mechanics
    • Beta Testing and WIPs
      • Premade Enemies
      • Limit Breaks
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  • DEFAULT ACTIONS
  • Archetypes
  • Striker
  • Defender
  • Support
  1. Venture Event System

Character Options

Characters have 12 HP to start. Options may adjust this amount.

DEFAULT ACTIONS

Attack: Deal 3 damage to a single enemy on a successful attack roll. Attack AOE: Deal 1 damage to all enemies on a successful attack roll. Attack

Archetypes

Striker

Glancing Blow: Deal 1 damage to target on a failed attack roll. This does not apply on a critical failure. Passive Critical burst: On a critical success attack roll, deal an extra 1 damage. This may only apply to 1 target in an AOE. Passive

Second Wind: Heal 3 HP. Assist

Dodge: Deal 2 damage to target on a successful attack roll and gain +200 to next defense roll. Attack Charge Attack: Take -200 to next defense roll to make an attack or AOE action with an extra 1 damage this round. Attack Meteor: Deal 3 damage to all enemies on a successful attack roll. Self and all allies take 1 damage. Attack

Defender

Tough as Nails: Gain +4 HP. Passive Counter-strike: On a critical success defense roll, deal 1 damage to attacking enemy. Passive

Rampart: Reduce incoming damage by 2. Last until next failed defense or 3 rounds, whichever comes first. Assist Provoke: Force one target to target only you for single-target attacks for 3 rounds or force all targets to target only you for attacks for 1 round. Assist

Cover: Redirect 3 damage from ally to self. Reaction Shake it Off: Heal 3 HP and clear any negative status effects. Reaction

Support

Overheal: Heals on an ally exceeding their maximum health add a shield to their HP, up to a maximum of +4 health. Passive Clutch Heal: On a critical success attack roll, heal an ally for 1 in addition to your attack. Passive

Inflict: Apply one status effect to target on a successful attack roll. Attack

  • Bind: Target cannot move during next action and defense phases

  • Blind: All allies get +200 to defense rolls to avoid attacks from target for the next 3 rounds.

  • Damage down: Target deals -2 damage for the next 3 rounds

  • Sleep: Target cannot act. Broken upon taking damage.

  • Vulnerability: Target takes +1 damage on successful attack rolls for the next 3 rounds.

Heal: Heal 3 damage on self or ally or 1 damage on self and all allies. Assist AND/OR Reaction Cleanse: Remove a status effect from self or ally. Reaction

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Last updated 1 month ago