How to Play Vessel: The Adventure Game
Cycle of Play
- The Guide describes the setting.
- The Players decide what they want to do.
- The Players pull from their Vessel.
- The Guide describes their success or failure.
Pulling from Your Vessel
- Check Your Score: The Guide will say "Pull with Body, Mind, or Heart." Check your score with that attribute.
- Pull Tags: Pull a number of tags randomly from your Vessel equal to your score.
- Tally Successes:
- Matching tag: 2 successes
- Non-matching tag (not a failure): 1 success
- Failure tag: 0 successes
Report your total number of successes to the Guide. If you meet or exceed the required number, you succeed. Otherwise, you fail.
Skills and Penalties
- Applicable skills add their score to the pull.
- Skill tags count for 2 successes if relevant.
- If a penalty applies and is pulled, subtract 1 success per penalty tag.
Goals and Motes
Achieving group or personal goals earns you a Mote. Each Mote can be exchanged for 1 success during any pull.
Example
Todd wants to open a door. The Guide says "Pull with Body" and sets the DC at 3. Todd has Body: 3, no skills, and a penalty: "injured leg".
He pulls 3 tags: Body (2 successes), Heart (1 success), Penalty (-1 success). Total: 2 successes.
Todd uses a Mote to gain 1 more success, reaching 3. He opens the door!
Other Rules
Vessel Pulls
Some actions require a full Vessel Pull (e.g., healing). Always pull 3 tags and add relevant skills.
Challenges
In timed situations, players and Guide take turns. Initiative is decided by a Vessel Pull from the Guide’s Vessel, with modifiers as needed.
Character Sheet Breakdown
Character Name / Adventure Title
Write your character’s name and the name of the current adventure.
Experience Points / Level
- Start at B:1 H:1 M:1 F:3, Level 0.
- Gain 1 XP per level. Every 3 levels = +1 failure.
- Level 1–2: 2 XP
- Level 2–3: 3 XP
- General formula:
l = x * l
- Skill Costs:
- Level 0–1: 2 XP
- Level 2–3: 4 XP
- General formula:
l = x(l) + 2
Character Art
A space to draw your character—go wild.
Body Target
Number of successes needed to inflict a failure. Double this number = 2 failures. Calculated as Body score + defenses.
Failures
- Start with 3 base failures.
- Gain 1 every 3 levels (3, 6, 9).
- Death occurs when current failures = 2× base failures.
Default Total Tags
Total = successful tags + base failure tags.
Items
Track gear. Format: (+x/+x) → Body Target modifier / Failure modifier.
Money
Track your current funds. Adjust as needed.
Initiative & Movement
- Movement: 25 feet per turn.
- Leveling stats adds corresponding tags to your Vessel.
Tag Mechanics Note
All tags are incorporated regardless of situation. More skills dilute attribute pulls. For example, a DC of 7 with only 1 Body tag means low odds unless supplemented by skill tags.
Sequence of Events
- Guide sets DC and selects attribute.
- Player selects relevant skill to add to pull.
- Pull amount = attribute score + skill level.
- Combat scenarios do not use this mechanic.
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