Vergence 0.15b released


This update is focused on responding to playtest feedback, along with additional playsheet rebalances and a much better set of handouts.     

  • Changed the description of Agoros to make the basic pitch more clear and accessible  (underground steampunk world).  Added more about clockwork tech in Agoros. 
  • Rewrote the action roll section for greater clarity and succinctness.
  • Added “or gain some other benefit” to what can happen when you roll a critical success on a resistance roll. 
  • Added a section to clarify how  NPCs can help PCs or take action on their own under the direction of PCs. 
  • Corrected the example of play to clarify that you can spend 2 favor to get +1d but not +1 effect. 
  • Playtesters noted that character creation required a lot of page flipping for players who want to know about the NPCs they are selecting as contacts. The contact lists were redesigned so that  important information on each NPC is presented right in the list in the Characters chapter and repeated in the handouts. The format for NPCs was changed to add personality descriptors. 
  • Starting dots for the Heir playsheet were adjusted.
  • Players seemed turned off by the Storm Knight playsheet because it meant membership in a specific organization. We changed the name of that order from Storm Knights to Empyrean Knights and removed the connection between the playsheet and any particular faction. 
  • We continue to rebalance special abilities. Abilities for the Adept, Explorer, Heir, Stormcaster, Shaman, Oracle, and Trickster were adjusted.
  • Simplified investigation fortune rolls, perilous travel rolls, and earning favor rolls  to no longer use their own separate tables. They just use the regular fortune roll results table. 
  • Adjusted milestones for the Dark Conspiracy challenge based on playtest. 
  • Expanded the Pursuit challenge, with more options, a simple advancement system, and GM guidance.
  • Added a new scheming action: Connect. This allows you to interact with up to 3 contacts, allies, or people in your location to exchange information or otherwise bargain.
  • Adjusted how factions are presented in the People and Places chapter to align with the new PC contact list format. NPC faction leaders are now described more simply, with greater potential for GM and player creativity in defining who they are. 
  • Changed the format of the guides for the GM on how to run each challenge. They are less prescriptive about how the challenge should run. Instead, they guide the GM through the kinds of choices that will be made during that campaign. Players are no longer instructed to refrain from reading these challenge guides, since they don’t really contain spoilers any more.
  • Redesigned the factions presentation in the People and Places chapter, since critical information on faction leaders is now presented in the character creation chapter and doesn’t need to be repeated. Faction leaders are now less clearly defined by default, leaving more  details for the players and GM to establish during character creation and play. 
  • Added a chapter on Making Changes. This chapter discusses different ways to change the setting, add new material (playsheets, special abilities, challenges), and create house rules to adjust how the game plays.
  • Redid the handouts to provide a much better quick summary of the most important game rules and procedures. 
  • Redid the online character sheets to be simpler, cleaner and require less screen width to use.

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