Scenario Creation: Events

Outside Preparations and Climax, "Incidents requiring Checks" are called "Event". Sudden combat, noticing being followed, negotiation after the fact are all considered Events. While Events goes under "Preparations", they do not necessarily consume the length of time stated by its rules. There are cases where specific Preparations might trigger Events as well. In general, Events do not affect the passage of time caused by Preparations and Relaxing alike. They can last as short as a few seconds and as long as almost an hour. It is possible that a combination of multiple Events and Relaxing can take up a significant amount of time. The passage of time within a day, measured by period of 3 hours, is to be determined "by GM" and relayed to the player, so that they can agree upon the passage of time. While player can suggest Events to occur, it is something ultimately decided by GM. If it is something easy, then it is fine to have it succeed automatically; if it is too difficult, it is also fine to have it fail automatically. While Events can add spice to the session, it can also affect the schedule significantly. A session with multiple Events happening can lead to significant time usage. Depending on the case, it could also make the scenario more difficult. Events are divided into two types: "Karma Event" and "Combat Event".

=Karma Event= Events that require PC to undergo 1 "Karma Check (P.116)". In general, it is something that occurs alongside Preparations or Combat Events. GM who has determined that things done by PC could trigger a Check can trigger this Event at will. Examples of Events involving different kinds of Karma Checks are listed below.


 * Intel: Deduction from fragmented information, knowledge, quick search
 * Negotiation: Insight into hidden thoughts, interrogation, persuasion
 * Perception: Notice attacks and minor anomaly
 * Subterfuge: Shake off pursuer, infiltrate building
 * Athletics: Escape, track, reckless escape or movement
 * Luck: Incidental encounter, helped by luck

Depending on the situation, there are times where multiple Karma Events can occur in a row. For example, while a PC who have noticed an ambush through "Perception" can trigger the Combat Event, they can also escape using "Subterfuge" or "Athletics". It is fine for GM to reward a PC who have passed the Check in a Karma Event. While special cases can be made, when in doubt handling it the same way as "Preparations" will suffice. However, if the Event is clearly caused by incompetence or questionable actions by PC, it is not necessary to give anything for passing a Check. It is enough for it to offset the penalty from failure.

=Combat Event= Event where PC fights against NPC outside Climax. It is to be handled the same as regular combat. If there are fitting opponents, GM and player alike can cause it to happen. GM will determine whether one is "hidden" at the beginning of the combat, as well as the "distance" between parties. However, if the player have clearly indicate it in previous parts of the session, it should be followed instead. While there are multiple situations where a combat could occur, many of them can also be caused by the player in a sudden. You, as a GM, should familiarise yourself with "Combat Event Example" in the next page, as well as "Scenario Creation: Enemy NPCs (P. 189)". PC who wins in a Combat Event can have their Karma reduced by 1, just like in regular combats. They might also gain additional benefits from effects of Powers. On top of it, it is fine for GM to give any bonus they want. The one that is the most easily understood is Credit in the form of additional income. However, if the Combat Event is integral to the development of the scenario, Advantages, Reload and Barrier should be given as well. If you cannot think of a good narrative explanation, it can be as simple as having the enemy in Climax be weakened by it. If the enemy is weakened thanks to the Combat Event, it should be stated clearly by GM. If either or both the GM and player are new to Ventangle, it is recommended to have 1 Combat Event happening at the beginning of the session. It will be very helpful in understanding combat rules and the combat prowess of the PC. Although it is fine for such tutorial combat to be something related to the request, it can also be unrelated, such as being a regular combat training provided by Contact NPC. Additionally, if it is obvious that the opponent is "weaker" than PC, the PC will automatically win without triggering the combat. The rule of thumb for what constitutes an automatic victory is when both criteria below have been met.


 * Enemy level is at least 2 beneath PC.
 * No enemy has enough Pride to survive a single blow from PC.

However, these are just a rule of thumb. It is fine for GM to skip any Combat Events if there are reasons to be.

=Event to Save Time= After accepting the request, if possible, PC should interact with Contact NPCs, before going straight to Combat Event at the scene, going through Karma Events attached to it, and then reaching Climax before the start of next day, quickly putting an end to the session. While it should be avoided to prevent giving player no choice in what to do, somethings it is necesssary to save time. It should be sufficiently fun if the choice inbetween is presented well enough.