Devlogs
Vergence 0.17b released
I'm proud to announce that Vergence 0.17 beta has been released. Here is a list of changes:
- Changed the number of clock segments filled as consequences for action rolls. It used to be 1 segment for controlled, 2 for risky, 3 for desperate. Now it’s 1–2 for controlled, 2–3 for risky, and 3+ (possibly all) for desperate. This is to give the GM the ability to make rolls more consequential (in playtesting clock-affecting consequences were pretty boring). .
- Changed special abilities to remove companions or allies taking a consequence for the PC. Three reasons: (1) it’s cringy to have a built in mechanism for animals or friends to be sacrificed; (2) if you really want to do that, you can incorporate it into a Devil’s bargain; and (3) meat shield mechanics are not very interesting.
- Agents now start at quality level 2 (instead of 1) and can be upgraded to level 3. Special abilities that provide an agent to a PC were also adjusted to reflect this change.
- Simplified gaining extra action rating dots via advancement. Instead of dividing advancement into attribute groupings, the alliance can just select the Experienced upgrade for 4 upgrade points. When that happens, all PCs in the alliance t can add one dot to any action rating.
- Added more specific guidance on world shifting to or from a Vergence (spoiler: it’s difficult).
- Added a note on what to do when using clocks for travel and all but one segment fills.
- Added new setting locations: the storm worlds that surround the Maelstrom and an anchor called Shroud.