Vergence 0.18b released


Here is the latest update to Vergence, based on continued play-test and feedback. The specific changes include:

  • Changed the Engineer action to Craft (which, yes, is what it was called back in version 0.1b) and redefined it to involve reality manipulation rather than just making and modifying things. This seems to fit the theme of the game better (in playtest, no one ever used Engineer). Slightly adjusted the definition of Warp to differentiate it from Craft.
  • Changed how bonds work. In playtest, bonds didn’t really get used as anything other than a mechanical asset (a free assist). So now, bonds are just a roleplaying prompt to state how characters relate to each other. To replace the mechanical effect of bonds, there is now an Oathbound upgrade available. This lets all players who are part of the alliance (if they agree to the oath) spend an extra point of stress to give +1 effect level, but all members of the oath also take harm when other characters take severe harm or die. 
  • To reflect the role of Craft as an action that is related to the Power, one playsheet in each bloodline now has a special ability for which Craft is especially suited. Adept got Conjure (replacing Weave and Unweave), Stormcaster got a rewrite to the existing Imbue Lift ability, Shaman got Blood Magic (replacing Curse), and Trickster got Legerdemain (replacing Conceal). 
  • Changed the description of the Adept special ability Collegium to note that the group has chapters in locations other than Agoros (to make it more generally useful).
  • Changed the name and description of the Stormcaster ability Control Sound to Storm Song because that better fits the culture of the Maelstrom. 
  • Changed the Stormcaster ability Coruscation to be more useful. 
  • Changed the name and description of the Shaman ability Familiar to Tulpa and slightly changed it to better reflect Serpent culture. 
  • Changed advancement for the Game of Houses challenge so that it is no longer dependent on completing missions, since the amount of time each takes can be highly variable. 
  • Clarified that favor can be spent to increase ticks on a clock when working on a long-term project. 
  • Changed voidtones to make synchronizing them to a subject more consequential (i.e., it usually requires an action roll using Craft). Also added notes on theft of voidstones and the voidstone black market. 
  • Added rules for attuning or re-attuning to a Vergence Power source during play. 
  • Re-did the diagram of the Umbra for clarity and to be more visually interesting. 
  • Added a much more extensive discussion of each action, how it is used, when it might or might not apply. Also added examples of action rolls using each action at each Position, with sample consequences for different die roll results.  
  • Added info on managing PC relationships with each other and sample bonds to supplement the two that are provided with each playsheet. 
  • Added discussion on number of players (large, medium and small groups; co-GMs, multiple PCs per player) to the Playing the Game chapter.
  • Added names of the five cities of Shroud. 
  • The order of sample names on the GM reference page is now randomized, because that’s more useful than an alphabetized list—the GM can just use them in this random order, if desired.

Files

Vergence 018b.pdf 39 MB
Jan 25, 2023
Vergence handouts 0.18b.pdf 4 MB
Jan 25, 2023
Vergence playsheets 0.18b.pdf 1 MB
Jan 25, 2023

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