Professional Documents
Culture Documents
Vergence
Vergence ™
Preview
A Roleplaying
Game of
Dimensional
Conflict and
Family Drama
Credits
◆ Game design, cover art, layout, interior art: David Rourke.
Email: smallcoolgames@gmail.com
Twitter: twitter.com/SmallCoolGames1
Storefront: smallcoolgames.itch.io
◆ Forged in the Dark system: John Harper.
◆ Illustrations: Billy A. (page 52), Russell Clark (page 88), David Coast (page 100), Jim Cooper (page 68),
currens (page 56), Iftekhar Uddin Emon (page 237), Mark Frost (page 72), ImaArtist (pages 76 and
96), Stefan Keller (pages 1, 41, 134, 152, 157, 213, 244, and 250), Mysticartdesign (back cover), Enrique
Meseguer (verso page 1, 7 and 92) Mi Minhaz (page 174), Artie Navarre (page 147), Raphael Ofagbe
(page 121), Tannetje Riek (page 84), and xresch (page 198).
◆ Icons: The Noun Project.
◆ Typefaces: Absolute Empire by Wahyu Eka Prasetya, Vollkorn by Friedrich Althausen, and SF Pro
by Apple.
◆ Software: Adobe Creative Suite and Google Sheets.
◆ Playtesters: Ken Burnside, Michael Christiansen, Harry Coins, Comprehensible, Raven Daegmorgan,
Jarred Davis, Travis DeVoll, Navi Drake, Shawn Drake, Dusk Bunny, Melanie Estes, Sam Gorton,
Skelpie Limmer, LonkSane, Kirsten Rourke, and Jacob Segal.
◆ Thanks: To the hack talk discussion participants at the Blades in the Dark Discord, Kirsten Rourke
for all her support and encouragement, Travis DeVoll for collaborative feedback, Jarred Davis for
expanding on Serpentine life, and John Harper for creating the Forged in the Dark game engine and
releasing it for public use.
Legal Stuff
This work is based on Blades in the Dark (found at http://www.bladesinthedark.
com/), product of One Seven Design, developed and authored by John Harper,
and licensed for our use under the Creative Commons Attribution 3.0 Unported
license (http://creativecommons.org/licenses/by/3.0/).
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark
Logo is © One Seven Design, and is used with permission.
All parts of this work other than those derived from Blades in the Dark are © 2020–2023 by Small Cool
Games.™ Vergence™ is a trademark of Small Cool Games.
Contents
Intro 1 Beast Rider .................................................... 77
Shaman ........................................................... 81
About the Game ..............................................1
Shapeshifter ................................................. 85
Basics 7 Conqueror ...................................................... 89
Building Blocks ...............................................7 Oracle .............................................................. 93
Actions and Attributes .............................. 11 Trickster ......................................................... 97
Stress ............................................................... 13 Challenge and
Action Rolls ................................................... 13 Alliance 100
Setting Position ........................................... 17
Alliance Creation ...................................... 100
Setting Effect ................................................ 17
Upgrades ...................................................... 102
Consequences ............................................... 19
Cohorts ......................................................... 103
Resistance ...................................................... 21
Dark Conspiracy........................................ 105
PC Death ......................................................... 23
Expedition ................................................... 109
Power Level ................................................... 23
Game of Houses ......................................... 112
Progress Clocks ............................................ 24
Grand Tour .................................................. 115
Flashbacks ..................................................... 25
Masked Ball ................................................. 118
Fortune Rolls ................................................ 26
Pursuit........................................................... 122
Teamwork ...................................................... 27
Siege ............................................................... 124
Conflict Between PCs ................................. 29
Succession.................................................... 129
Gathering Information ............................. 29
Equipment and Wealth ............................. 31 The Power 134
Factions........................................................... 32
Worlds ........................................................... 134
Favor ................................................................ 33
World Walking ........................................... 135
Getting Help From NPCs .......................... 34
Voidstones.................................................... 141
Advancement and Change ....................... 35
Other Abilities............................................ 143
Endings and New Beginnings................. 36
The Blood ..................................................... 143
Example of Play........................................... 37
The Remaking ............................................ 144
Characters 41 The Death Surge ........................................ 146
Character Creation ..................................... 41 Operations 147
Adept ............................................................... 53
Engagement Rolls ..................................... 147
Explorer .......................................................... 57
Battles............................................................ 150
Heir .................................................................. 61
Aeronaut......................................................... 65 Resting and Scheming152
Stormcaster ................................................... 69 The Rest Phase ........................................... 152
Storm knight ................................................ 73 The Scheming Phase ................................ 153
Playing the Game 157 Running the
Tone and Edginess ................................... 157 Challenge 213
Player Best Practices ................................ 158 Structuring the Challenge ..................... 213
Playing a Vergence Character ............... 159 Running the Dark Conspiracy ............. 216
Using the Game Rules.............................. 162 Running the Expedition ......................... 219
Actions .......................................................... 163 Running the Game of Houses............... 224
Managing Mode Splits ............................ 172 Running the Grand Tour ....................... 225
Players........................................................... 172 Running the Masked Ball....................... 227
Running the Pursuit ................................ 229
People and Places 174
Running the Siege..................................... 231
The Umbra ................................................... 174 Running the Succession ......................... 234
The Caverns of Agoros ............................ 176
The Maelstrom ........................................... 181 Making Changes 237
The Serpent ................................................. 186 The Setting................................................... 237
Inter-World Factions ............................... 190 Creating Your Own Challenge .............. 238
Anchors......................................................... 190 New Character and Alliance Options 239
Rumors ......................................................... 197 Optional Rules ........................................... 241
Index 251
Vergence
Preview
1
The Setting Vergences
There are infinite worlds—so many and so varied Across the vastness of the Umbra flow lines of
that virtually anything you can imagine exists dimensional energy that concentrate and inter-
somewhere. The player characters are extraor- sect at places of great power called Vergences.
dinary people who have inherited the ability to Because the Power runs in families, each Vergence
travel among these worlds and manipulate reality. is associated with a particular ruling bloodline.
Those with the right kinship can attune to the
The Umbra center of that Vergence, greatly boosting their
inherited abilities. A bloodline with the Power, in
Think of all the worlds of the multiverse as if laid control of a Vergence, can achieve a position of
out on a flat surface, with those most similar to preeminence among many worlds.
each other closer together. This expanse is called
the Umbra. There are a three known Vergences: the Caverns
of Agoros, the Serpent, and the Maelstrom. These
You travel through the Umbra by moving (walking, places have large populations, each ruled by a
riding an animal, driving a car, flying) while noble bloodline that has the ability to make full
visualizing a small change in the world. Around use of its Power. Lots of other people live in each
that bend in the road will be a small inn. As you Vergence, but do not have this Power.
go around that bend, you use your Power to make
it appear, just as you imagined. In doing so, shift
from one world to another. Touchstones
By making one small change after another, you When you’re thinking about the game or pitching
can find any place, person, or thing of your desire. it to others, here are some influences you can use
If you have been to a place before, you can find it to relate it to things they might be familiar with.
again, or any variation on it that you can imagine. This game and its setting are not quite like any of
You can find places with any set of physical laws, these sources, but referencing them can give you
any history, any culture. All of them are available a starting point for discussion.
to you. ◆ Chronicles of Amber (story series by Roger
After a long journey, Amiris wants to find a comfort- Zelazny) and the Amber Diceless Roleplaying
Game (by Erik Wujcik).
able place to rest, but there isn’t anything like that
close by in this world. She uses her Power to look for ◆ Eternal Champion Sequence (story series by
Michael Moorcock).
a small weakness between worlds. She walks forward,
◆ Everway (roleplaying game by Jonathan Tweet).
concentrating. After a short while, she senses a gap
and visualizes reaching into it and opening it up. She ◆ Glory Road (novel by Robert Heinlein).
steps through to a slightly different place. Just as she ◆ His Dark Materials (story series by Phillip
imagined, there is a small copse of trees here where Pullman).
there was none before. ◆ Kill 6 Billion Demons (web comic) and
Broken Worlds (roleplaying game) by Tom
This is closer to what she wants, but she’s not there Parkinson-Morgan.
yet. She creates another opening and in the next world ◆ Myst (video game series by Robyn and Rand
there is a road next to the trees. Another transition, Miller).
and as she walks forward she sees a small inn next to ◆ Nobilis (roleplaying game by Jenna Katerin
the road. One more shift, and there is a stack of coins Moran).
(the kind they use here), sitting next to that tree…
2 Intro
What You Need ◆ A way to roll dice. Each player can have a set
of physical dice to roll, or you can use a digital
to Play dice roller or app (if you type “roll 2d6” in the
Google search box, it will roll two six sided
When you get together to play a game of Vergence, dice).
you'll need a few things.
◆ A copy of this book, handouts, and digital
Friends (Or at Least character sheets (see above).
Acquaintances) Sessions and Campaigns
You'll need some interested people who want to Each session of Vergence is likely to last about 3–4
play together. There are two roles to take. hours (but some groups like to play all day, which
◆ Players. About two to five players will take is fine if you have the stamina). A campaign
the role of player characters (PCs) in the story. (series of sessions) can last anywhere from one
Their job is to each create and embody an session to 20, 30, or more, depending on interest
engaging protagonist, making decisions about and availability.
how that person deals with the difficulties pre-
sented in the game. Community
◆ Game moderator. One player will take the If you'd like to talk about this game with users
role of game moderator (GM). The job of the and developers, get and share information,
GM is to manage the world around the player find online players, or just hang out, please
characters. When the PCs take risks or engage come join our Discord server using this link:
in conflict, the GM describes the action and https://bit.ly/SmallCoolGamesDiscord.
makes judgments about what happens.
Nowadays, people play games like this in a couple The Characters
of ways. Which you use determines what you
The player characters (PCs) come from the noble
need for play.
houses of different Vergences. Their abilities
allow them to travel between worlds and to attune
If You’re Playing in Person
to the center of their Vergence.
◆ A printed or digital copy of this book.
◆ Printed or digital copies of playbooks and hand- When you create a character, you’ll choose which
outs. You can find digital sheets for Vergence at Vergence bloodline to belong to. Each bloodline
this link: https://bit.ly/VergenceSheets. has three playbooks to pick from. Your playbook
gives you access to a set of special abilities. Here
◆ Six sided dice. Three or four per player is best
are the bloodlines and associated playbooks:
(you can also use a dice rolling app).
◆ Blank paper, index cards, pens or pencils. The Caverns of Agoros
If You’re Playing Online Agoros is an underground world
consisting of caves filled with
◆ A communication system. Video conferencing
cities, towns, and farmland connected b y
works well, but you can also go voice-only.
pneumatic trains. It operates on steampunk
There are online systems that are built spe-
technology powered by the Orb, a glowing source
cifically for roleplaying games (called “virtual
of Power within its central cavern. It is ruled by
table tops”), but you can use whatever confer-
Queen Inhedron and a power structure of ruling
encing system you like.
families, guilds, and cartels. Agoros oversees
a great trading network extending through
the Umbra.
Intro 3
These playbooks are available to Agorian These playbooks are available to Lost characters:
characters:
◆ Conqueror: Lead warriors and armies across
◆ Adept: Channel and manipulate arcane the Umbra.
dimensional Powers. ◆ Oracle: Connect with the underlying nature of
◆ Explorer: Develop trading networks and reality and see what others do not.
make contact with new worlds. ◆ Trickster: Influence and confuse, play tricks
◆ Heir: Use political connections as the scion of and mind games.
a noble house.
4 Intro
Action Summary
You will find more detailed information on the nine actions starting on page 163 . Here is a summary.
12 Basics
Equipment and Wealth
PCs can obtain almost any item they desire. All Athena and Jodre are fighting a masked stranger who,
they have to do is travel in the Umbra, imagining they believe, is the key to finding out who murdered
the thing they want, until they find it just sitting their uncle. They are in a low tech world and all armed
there for the taking. Wealth is also effectively with melee weapons. After Athena manages to get in
infinite. They can have as much of any kind of
a cut to the masked figure’s arm, the stranger pulls a
money, valuables, or token of exchange they wish.
stone from his pocket. A gate appears and the stranger
Because the Power is so potent in granting disappears into it. Before it can fade, they both
possession of whatever a PC wants, equipment leap through.
is not that important in this game. For the most
part, PCs are assumed to have brought whatever But it’s a trap! They find themselves in a large, fea-
could reasonably have been anticipated with the tureless white room, facing soldiers in powered battle
information they have available. armor and armed with gatling cannons. “Surrender or
die,” the stranger tells them. “I don’t really care which.”
During play, we won’t concern ourselves too
much about kind and quality of equipment, since When equipment matters, the GM will consider
PCs can get what works best for them (that’s part that in determining position, effect, and conse-
of why they get potency when their quality level quences. In the example above, the PCs are in a
is higher than that of the opposition). When it very tight spot. If it turns into a fight, they’re likely
makes a difference, you can establish the specific to start at Desperate position and Zero effect.
equipment carried through free play or flash-
backs (page 25).
Encumbrance
If the player wants to have brought along a
You can carry as much on your person as seems
particularly unlikely piece of equipment, the
reasonable. If you’re carrying a lot of weight or
GM can call for a flashback, with a stress cost
bulk, the GM might call for an action roll when
if appropriate (page 25).
that would not otherwise be required, or adjust
World walkers usually choose equipment that is position or effect to represent how loaded down
reliable across different environments. High tech you are. NPCs might also take notice if you’re
items are useful in worlds where they work, but wearing armor, armed with unusual or disal-
dead weight in places where they don’t. Magical lowed weapons, or carrying a lot of stuff.
items may be locally effective, but not useful in
GM: Load and encumbrance are handled
other places. A sword, on the other hand, will
informally in this game. Don’t suddenly
serve its purpose almost anywhere. A flying beast
impose penalties on a player for declaring a
or armored vehicle can’t carry you where the
lot of gear. If a character seems loaded down
physics don’t allow it, but a riding beast with legs
with a lot of stuff, discuss it with the player
can go most places you can.
and incorporate that into the fiction and
Equipment does make a difference when a char- stakes of die rolls where appropriate.
acter needs something unanticipated, but doesn’t
In practice, since the game doesn’t put a lot of
have the opportunity to acquire it.
emphasis on detailed equipment inventories,
players usually don’t, either. Most of their
capabilities are represented by action ratings
and special abilities.
Basics 31
Factions
A faction is a group or organization with the well-equipped individuals. The highest quality
potential to significantly affect the plot of the factions have central cadres consisting of people
game. The PCs are the most important faction. from Vergence bloodlines (quality level 2 or 3).
They will interact with other factions: making Empowered enemies of great capability might be
enemies, gaining favor, and creating alliances. at quality level 3 or even 4.
Cohorts (page 103) are factions that the The Crimson Guard of Agoros consists of the most elite
PCs control directly. A cohort can be a single warriors of the kingdom (quality level 1), led by loyal
person (an agent) or a group (a contingent). Bloodline members of the Royal Family (quality level 2
Factions have three basic characteristics: quality, and 3). The Crimson Guard is quality 3.
scope, and expertises. Many faction leaders Rank and file members of a faction will often be
are detailed in the People and Places chapter one or possibly two quality levels lower than the
(page 174). (The GM can choose to have any of base (maximum) quality of that faction.
that information turn out to be incorrect.)
GM: Much of the game involves interac-
tion with factions. The players have family
Scope
connections among the Vergence factions Scope is a measure of f the scale and breadth of
and are likely to find themselves aligned with faction operations. Faction scope is rated on a
some factions and at odds with others. Don’t scale from 1 to 5.
hesitate to incorporate leaders and factions A faction of lower scope operates more locally,
into the action of the game. with smaller numbers, on fewer worlds, and with
less adaptability to various kinds of operations.
Faction A faction of higher scope is larger and operates
32 Basics
◆ Crime ◆ Mercantile ◆ If you get into fight with the Ghan’s bodyguard, you
◆ Culture ◆ Military are acting against the quality of his faction
◆ Espionage ◆ Magic ◆ If you send an army to conquer the Ghan’s domain,
◆ Government ◆ Religion you are acting against the scope of his faction.
◆ High tech ◆ Smuggling A faction might take action that is beyond its
◆ Interdimensional ◆ Special operations expertise (such as a consortium that specializes in
commerce finding itself involved in interdimen-
When considering the effectiveness of a faction, If two or more factions are operating together as
use the faction’s quality if the most important allies, the GM will start with the best quality or
factor is the ability of the most capable core scope between them (as appropriate). If they are
members of the faction. Use the faction’s scope likely to compliment each other, the GM can add
when the scale and breadth of faction operations a +1d or even +2d bonus to reflect their combined
make the most difference. Consider expertise abilities. Use the fortune roll to determine how
if a faction is operating outside of its normal well the faction’s actions have gone.
capabilities.
Favor
The bloodline characters of Vergences have all the
money and wealth they want, so they do not care
Earning Favor
about those things. Instead, they trade in favor. The alliance can earn favor via in-game actions
during free play or operations; or during the
When those of the blood aid each other, they
scheming phase via the Earn Favor action
keep track. The greater the aid, the more that can
(page 155).
be asked in return. If favor is owed, it is a severe
breach of honor and protocol to refuse to return it. A representative of the Heralds asks that the PCs per-
Even among deadly enemies, favor is acknowl- form a scouting mission. They agree. When the PCs
edged and repaid (sometimes with gritted teeth). return with valuable information, they earn 4 favor
In the midst of battle, opponents have been with the Heralds, which is recorded on the Favor
known to call in favors from their enemies. Canny
Tracking Sheet.
leaders know to research the favors owed by and
to those under their command, in order to avoid How Much Favor to Award
surprises or achieve unexpected advantages.
The GM should award favor when a faction has
Within the game, favor is measured numerically. reason to acknowledge an obligation to the PCs.
When the PCs provide assistance to an important The amount is decided by the GM, with this table
NPC or faction, they gain favor with them. Favor as a general guide.
is an abstract representation of obligation and
debts of honor.
Basics 33
Storm Knight by Mark Frost
The Maelstrom
Storm knight
The Storm fills you and surrounds you, even in moments of calm.
You are trained warrior of the Storm,
having traveled far and proven your
Storm knight
worth in many battles. Perhaps you Default Ability
have been a mercenary or pirate. Or
you have served your noble house in Storm Rider
war. As a noble of the blood, you've You have ridden the Maelstrom and
chosen a much more difficult path than stared into the Eye. It has ripped you
you needed to, devoting yourself to devel- asunder and remade you. Its winds fill
oping your prowess. your lungs, invigorate your blood, and give you
the Power to travel between worlds. When you
Play a Storm Knight if you want to be a formidable
manifest your Power, your eyes blaze, lightning
combatant with mystic powers.
crackles around you, and winds stir.
73
Comrade Leap On the Wind
When you lead a group action, you get +1d. You Within an atmosphere, you can call upon the
have defense against any consequences you wind to help you perform otherwise impossible
suffer from group actions or protecting another athletic maneuvers. You can’t fly, but you can
character. make prodigious jumps and can fall from any
height without harm.
Group actions are a way for multiple charac-
ters to work together on a single action. See Using this ability doesn’t cost stress and in
page 28 for more information. normal circumstances won’t require a roll.
When things are especially difficult or there
Deadshot is notable opposition, the GM may call for
When employing a ranged weapon, you have a roll.
potency and can fire with accuracy at up to
maximum range. When you push yourself Lightning Warrior
while employing a ranged weapon, you can hit You can spend 1 stress to imbue your body and
the weakest spot—perform a trick shot—avoid equipment with empowered electrical energy,
detection if firing from concealment—use it giving you potency in close combat against
unimpaired in close quarters or while grappling. vulnerable enemies and the ability to strike
even those who are insubstantial or protected by
When you push yourself, you also get the regu-
arcane shielding.
lar effects of pushing (+1d or increased effect).
An enemy is vulnerable if unshielded from
Empowered Artifact electrical effects. Your empowered energy can
You are the keeper of an ancient and powerful last up to several minutes, if you choose. You
artifact. Describe it and pick two advantages: might also use this ability in clever ways, such
can throw concussive blasts—armor provides as to short out high tech equipment or push a
defense against cutting or thrusting attacks— jolt of electricity into a pool of water or other
can sense that which is concealed or invisible conductive material.
nearby—eagle eyes—can turn you into an insub-
stantial creature of air for a few moments. Warbird
You have a large bird of prey as your companion
It could be a gauntlet, a sword, a wand, a
and mount. It is a quality level 2 agent with
feather, a magical ring, a pair of shoes, a
expertise as a battle mount. Pick two:—can speak
stone attached to your forehead a shield, or
with you telepathically—its claws can penetrate
something else. How did you acquire it?
almost any armor—fast and agile—vicious and
Invest another special ability in your artifact terrifying—can travel through the Umbra on its
to give it two additional advantages. own.
Invest another special ability in your warbird
Indomitable to give it two additional advantages.
You are undeterred by obstacles or odds. Penalties
from harm are one level less severe (though Warriors
level 4 harm is still fatal). If you are exhausted,
You have a contingent of loyal warriors from a
you get defense against any kind of harm.
storm world near the Maelstrom. They are scope 1
You cannot make a resistance roll if you are and quality level 1, with military expertise.
exhausted, but having protection means that Pick two additional abilities: quality 2—huge
the severity level of harm is automatically and fierce—have their own warbirds—expert
reduced by one level. scouts—can adapt to any kind of tech — athletic
and quick—very well armored.
74 Characters
The warriors are yours separately from the
alliance, though you may instruct them to
follow the orders of others. Invest another
special ability in your warriors to give them
two additional characteristics
[Veteran Ability]
When you first create your character, one of your
three special abilities can be taken from another
playbook of the same bloodline.
Later on, when you gain an additional special
ability through advancement, it can be from
your playbook or any other from your blood-
line. Explain how it makes sense in the fiction
for you to do this.
Characters 75
The Serpent
Shaman
You have opened your soul to the Blood of the Serpent. What has it
taught you?
The Heartsblood has consumed you, poisoned
you, dissolved you into a mush of blood and
Shaman Default
organs, and remade you. While others look Ability
back on that experience with horror, you
have continued to explore the power of the Serpent Mage
Serpent's blood, whatever the cost. You have drunk the heartsblood of the
Serpent and it has remade you. The blood
You have learned many of the secrets of the
fills your veins with the Power, granting you
Serpent's rituals. You understand the desires
world-walking abilities. When you mani-
of the Serpent and the vast ecology of creatures
fest your Power, your eyes become black
who live on and within it.
hypnotic pits and writhing tendrils of light
Play the Shaman if you want to find the way that and dark surround you.
lies beyond rational understanding.
Shaman Special
Starting Actions Abilities
Warp Afflict
Contrive Catch the eye of a target and draw a sign of doom
in the air. Describe a terrible and fearful vision
Shaman Bonds the target experiences. This is a psychic attack on
the person’s mind.
Fill in a bond with at least one other PC. You can
use these sample bond statements, change them, When used successfully, this power can cause
or make up different ones if you prefer. psychic effects in the form of emotional
manipulation (fear, rage, etc.), confusion,
◆ “The Serpent told me I would have to trust seizures, or even death.
[Name] with my life one day.”
◆ “[Name] and I have known each other for many Blood Blade
years. Perhaps now we will each actually learn
You have an empowered edged weapon, forged
who the other is.”
with the Blood of the Serpent. Choose two advan-
◆ “[Name] once rescued a close friend of mine tages: potency against arcane enemies—can cut
from a terrible fate.” holes in reality, allowing you to pass through
barriers without leaving a mark—if it has ever
touched a drop of someone’s blood, it can point
81
toward them no matter where they are—if you now. You gain potency on actions reflecting your
strike with it you can choose to cause psychic foreknowledge.
harm, leaving no physical mark.
This ability allows you to take setup actions
In the hands of anyone else, this is just a at +1d using your connection to the Serpent.
normal weapon. It is special only when you If a consequence results from your roll, you
wield it. What kind of blade is it? A knife? A might anger a spirit, misread portents, or
spear? find yourself swearing to perform a service
for a spirit.
Invest another special ability in your blade to
give it two additional advantages.
Healing Balm
Blood Magic Spread your balm onto a wound and conduct a
brief ritual. Make a Risky action roll and, if
You can infuse your Serpent-empowered blood
successful, you reduce its severity by one level.
into an object, imbuing it with arcane proper-
During a scheming phase, your presence counts
ties such as potency against the werewolves of
as being in a special medical facility for anyone
a particular world, a magically strong door lock,
taking a recover action.
or sleeping potion. These properties dissipate
with world shifting, but you can make the effect You can only reduce the severity of a wound
permanent with a project. Blood magic effects if there is an empty box below it. For example,
are lessened in Vergences and other places of if all level 1 and 2 boxes were filled, you’d need
stronger reality. to remove a level 1 harm (opening up a level 1
harm box) before you could use your balm on
The exact properties that can be created
a level 2 wound.
are negotiated with the GM, and may vary
with the characteristics of whatever Umbra Consequences from the roll can affect either
wold you are in. In a challenging situation, the caster or the target and can include extra
you’ll usually make an action roll with stress cost, taking more time and ticking a
Craft to determine the effectiveness of your troublesome clock, harm to the caster, or
blood magic. suffering from a magical compulsion for a
few hours (such as to speak only in rhyme or
You can find more information about projects
to turn only in a leftward direction).
on page 156.
See page 153 for more about recovery
Eyes of Darkness actions and special medical facilities.
When you extend your senses outward, your eyes
become pits of absolute darkness. You can see Step Sideways
without light and sense that which is mystical or You can step into the Otherworld. In this dark
not in true form. You can reach your senses out to and eerie place, the normal world is ghostly and
the world you are in and to nearby worlds, and immaterial, while to those in the normal world
can initiate psychic contact or observe emotional you are ethereal. At other layers of this place are
states of those you can sense. You can surround strange creatures, echoes of possible futures, and
yourself in a veil of darkness, giving potency ancient gods. It is possible but difficult to lead
when you conceal yourself in shadows. others into the Otherworld.
The GM and players can work out exactly
Foresee
what the Otherworld is and what can be found
Take a flashback at 0 stress cost and make an there. You might encounter alternate realities
action roll at +1d to contrive with the spirits or other versions of people you know (includ-
within the blood of the Serpent. On a success, ing, perhaps, yourself), or who have died.
you’ve foreseen and planned for what is happening There might be other strange inhabitants,
82 Characters
along with ancient spirits and fragments of Tulpa
gods left over from previous versions of the
You have made a creature from your own dreams
current reality.
and the Blood of the Serpent. It is quality level 2
and has one expertise. Pick two: insubstantial, but
Summon visible to you—hypnotic eyes—can strike terror—
You can summon a spirit from within the Blood you can sense through its senses—you can use
of the Serpent. It appears after a ritual requiring your mystical powers from the tulpa’s body—an
several hours. Name the spirit and bargain with additional expertise.
it to perform a service for you. The greater the
service, the greater the price you will have to pay. How does your tulpa manifest? Which of your
dreams did you create if from? How does it
A spirit might answer a question about reflect fragments of your memories, desires,
something otherwise hidden, transport you and fears?
and a few companions to a guarded location,
distract a host of enemies while you sneak Invest another special ability in your tulpa to
past, or some other service. You and the GM give it two additional characteristics.
will determine the scope of what is possible.
[Veteran Ability]
The spirit will always demand something in
When you first create your character, one of your
return. Depending on how great a service is
three special abilities can be taken from another
performed, this could be giving up half your
playbook of the same bloodline.
own blood (level 3 harm), going on a quest
within the body of the Serpent, accepting a Later on, when you gain an additional special
behavioral compulsion such as being unable ability through advancement, it can be from
to enter a dwelling without invitation, or your playbook or any other from your blood-
other payment. line. Explain how it makes sense in the fiction
for you to do this.
Characters 83
Challenge
and Alliance
Alliance Creation
I n addition to creating their own individual
player characters, the players will also be
choosing a challenge and forming an alliance.
Players: Creating characters and choosing a
challenge can happen together. Think about
which challenges you are interested when
In doing so, they will decide on the kinds of choosing your playbook. Think about which
resources they, as a group, can bring to bear to playbook you want to play when choosing
address that challenge. the challenge. Everyone will tend to have a
better time when characters and challenge
GM: You and all the other players get a say
are chosen as part of the same discussion.
in choosing the challenge. If there are chal-
lenges you don't feel up to running or that are
not interesting to you, make sure the group
knows that. Depending on how many sessions
1. Choose the
the group intends to play, some challenges Challenge
will be a better fit than others. The choice of
The players (including the GM) will decide on the
challenge should be a group consensus.
challenge you will face. The challenge determines
These choices will set up the overall tone and what brings the PCs together and holds them
theme of the game, so it’s best if everyone is together despite any rivalries they might have.
involved in making decisions. Don’t overthink it,
Challenges are about the goals you have, the oppo-
but do try to find a set of options that everyone
sition you will face, and the kinds of settings or
think is fun and can get excited about.
situations you will play out during the campaign.
These challenges are available:
100
◆ If you want a somewhat longer game (4–10
An unknown enemy has chosen
Dark to act directly and violently sessions), choose Dark Conspiracy, Masked
Conspiracy against the PCs and all they Ball, Expedition, Siege, or Succession.
hold dear. ◆ If you want an extended campaign (6–20 or
more sessions), choose Dark Conspiracy
The PCs are part of a journey of or consider how a medium length challenge
Expedition exploration to an ancient and might be extended.
forbidden world.
Keep discussing until you come to consensus on
which challenge the group thinks would be the
Game of The PCs undertake a series of most fun and best suited for the kind of game you
missions to support a chosen
Houses Vergence faction. want to play. But don’t get caught up in analysis
paralysis: any of the challenges will allow you to
The PCs have accepted an guide the narrative. They are not pre-planned
Grand invitation to participate in scenarios. And they’re all fun.
Tour a journey to visit interesting
places all over the multiverse. GM: Guidance on presenting and elabo-
rating on each challenge is provided later,
The PCs will attend a Royal in the section on how to run the challenge
Masked Masked Ball and try to (page 213). This current chapter gets the
accomplish various goals
Ball without ruining their challenge set up. While that chapter is not
secret from the players, it is really written for
reputations.
the GM.
The PCs chase a vile enemy
Pursuit through the Umbra. What
happens if they catch up? 2. Set Up the
The PCs are trapped in a Alliance
Siege city under siege. They must Each challenge type has prompts to identify why
fight, escape, or go over to the PCs are joining the alliance. What harm has been
other side. done or what threat is perceived? What are the
The throne of a Vergence is character's motivations?
unexpectedly empty. The The setup lays out what the PCs know at the start
Succession PCs have a strong interest of the game, gives them motivation to act, and
in determining who is
provides a reason why they will work together.
the successor.
Read through the setup information for the chal-
Talk with the other players about which challenge lenge you have chosen, responding to prompts
you are most interested in. As you do, it’s also a for each PC. When you’re done, you should know
good idea to consider how many sessions you’re who the other PCs are, why they are together, and
looking to play: some of the challenges are better what kinds of action they will be called to at the
suited to longer or shorter campaigns. beginning of the game.
◆ If you want a one shot (single session) game, Also note bonds between PCs. How do you know
choose the Pursuit. each other? How do your bonds integrate with
◆ If you want a game that lasts 2–4 sessions, this type of challenge?
choose Expedition, Masked Ball, Pursuit, or
Siege.
◆ If you want an episodic game that can last any
number of sessions, choose Game of Houses
or Grand Tour.
2
you whether there are any preselected upgrades Set up the alliance. Introduce the player
for the alliance and how many additional characters and say why each of them is
upgrade points you can spend at game start (if joining the alliance. Also note who has bonds to
any). Most challenges start with upgrades, but which other PCs.
Pursuit does not. You can pick upgrades from any
on the challenge sheet.
When selecting upgrades, think about where
3 Choose starting upgrades. The information
on your specific challenge will tell you how
many preselected upgrades you start with and
they come from and how they reflect the how many other upgrades you can choose from
PC's background and history. the alliance sheet.
Upgrades
Here is a list of standard upgrades. Each type of ◆ Sanctuary: When members of the alliance
alliance may have some or all of these, as well as rest or scheme in their base, they recover an
specific upgrades for their challenge type. extra 2 stress. Cost 1.
If the alliance has a base, the players can define ◆ Secret Base: Your base is hidden from anyone
what that world is like, who lives there, etc. searching for it through the Umbra. Cost 1.
◆ Voidstones: You have a cache of voidstones:
Masked Ball
The PCs will be attending a royal masked ball. There will be intrigue,
romance, perhaps dueling, possibly murder. And yes, dancing.
Setup
Blue and Lisabet join the dance, moving smoothly into
the intricate pattern. There are a hundred pairs on the
floor of the main ballroom, passing and turning in
rhythm to the exquisite performance of the musicians The masked ball is an important event that all of
in the balconies above. the PCs will be attending.
118
PC Goals For each goal, the Masked Ball is the best (or only)
opportunity for success. Any PC without a goal is
The PCs will have one or more goals they are part of the alliance to help the others (perhaps
attempting to accomplish. Select goals using the to repay a debt or favor). Lean on established
table provided, or make up your own. bonds, kinship among PCs, or just owing favors
◆ If you want a short game that can be wrapped to provide motivation for PCs who do not have a
up in a couple of sessions, then one or two specific goal.
goals for the whole group is a good number. To select a goal, you can roll randomly on the PC
◆ If you want a somewhat longer game, go with Goals table (discarding any repeated results that
one goal per player. don’t make sense). If you prefer, you can also just
◆ If you want a longer game, each player should pick a goal that looks interesting or make up your
have a goal, and the group as a whole can have own.
one or two additional goals.
The players decide the reason why their charac-
Once you decide on the number of goals, pick ters have these goals. If they can’t think of a good
which PCs will have a goal. You can have the one right now, they pick or make a roll on the
players who express interest do that, or you can following table. A result such as “love” or “coerced”
use a random method such as picking marked may need supporting details in order to make
slips of paper from a bag. sense.
Pick from the table, invent an interesting goal, or roll (1d for vertical and 1d for horizontal).
Set up your cousin Tretheen Quietly assassinate Find a patron to support your
3 with Sir Vadren. They Kaledra, Primus of the Blue venture (arts, exploration,
currently hate each other. underworld faction. mystical, etc.).
Alliance Upgrades
Starting Upgrades ◆ Courtly Dance: All of the PCs have learned
to perform the full range of traditional and
You start with these two upgrades automatically. currently fashionable dances correctly and
They are already marked on the Alliance sheet. gracefully. Cost 1.
◆ Luxury Apartments: When restoring stress ◆ Friends Among the Crimson Guard: You
in their own quarters, all members of the alli- don’t know everyone in the Guard, but you do
ance recover 3 extra stress. have friends. Everyone in the alliance has been
◆ Voidstones: You have a cache of voidstones: introduced to (and shared drinks with) several
one per PC. They are already attuned to any of the Guard members who will be on duty
subject you have access to. during the Ball. Cost 1.
Worlds
The Umbra Anchors
T he Umbra is an infinite expanse of worlds.
These worlds exist in every imaginable
combination. Alternate earths, places with vastly
Throughout the Umbra are smaller centers
of Power, called Anchors. An Anchor is like a
Vergence, but less so. Each Anchor is set within
different physical laws, places inconceivably a world and has some source of Power, but that
strange—all are out there ready to be found. source is not strong enough to confer full world
walking abilities or other strong applications of
Each world is “next to” others that are slightly
the Power. Nevertheless, inhabitants of Anchors
different. Move further away and the differences
can learn to manipulate Power and can be capable
increase. Move far enough and you can find just
and formidable on their home ground. A few
about anything
Anchors, such as the Great Herd or the Legion, are
mobile. They have a source of Power that moves
Vergences with them from world to world (as the Serpent
also does).
Within the Umbra exist places of great Power with
a higher level of attunement to the underlying
structure of reality. These are Vergences, and at The Void
the core of each is an object of vast Power. These
If you travel far enough in any direction in the
cores are unique—the Eye of the Maelstrom, the
Umbra, through places far beyond the “normal”
Heart of the Serpent, the Orb of Agoros, but they
realms where the rules of cause and effect are
each represent the convergence of the structure of
comprehensible, there is a place of howling chaos
Power throughout the Umbra. Surrounding each
called the Void. No one is known to have survived
core is a world with its own rules, where manip-
entry into this zone of impossibility. Even
ulation of reality and probability is more difficult
approaching it is hellaciously dangerous. Near
than in the mundane worlds of the Umbra.
the border of the Void is a fortress town called
Fringe, from which edgewalkers set out to search
for treasures.
134
World Walking
Those with Power have the ability to freely travel the destination, always taking the quickest path
from one world to another through the Umbra. without worrying about risk or comfort.
To do this, begin by imagining a place of your
The pace is relaxed, steady, or rushed. The faster
desire. Where do you want to go? In what ways
the pace, the more quickly you’ll go but the more
is it different from the place you’re in now?
risk you will take.
Visualize a place, next door to this one, that would
be a step closer to the place of your desire. Find a
weakness in the boundaries of this world that lies
2. The GM Sets a Number
in that direction, open that into a doorway, and of Obstacles
step through. The GM decides how many obstacles the group
This is mainly an intuitive process. You think of will face on their journey: 0, 1, 2, or 3. The number
where to go, reach that way, find a gap between of obstacles is based on distance through the
worlds, and go through. Now you’re closer. Do Umbra and whether there is opposition or diffi-
that again, and again, and as you do you find your culty involved in the journey.
surroundings getting more and more like your GM: More than three obstacles per journey
destination. Eventually, you arrive in the world tends to bog the game down. Don’t get too
you had imagined. concerned about how much time is taken: a
The greater the differences between the world you journey could be anything from a few hours
are in and the world you desire, the more shifts to a month. Just think about how consequen-
will be required to get there. A place that is just tial the trip is and set a number of obstacles
a shift or two away can take just a few minutes. that fits the story.
A place completely different from your current If you just want to narrate the journey and not
location can take days or weeks to get to. bother with die rolls, the number of obstacles
If you are restrained in some way and unable can be zero.
to move in the world you are in now, it becomes Each obstacle will present a problem or danger
difficult or impossible to transition to the next that must be overcome. The GM can say what
world. Thus, the easiest way to keep someone with form the obstacle takes or ask the players for
the Power from world walking is to restrain their ideas (but has veto power if needed).
movement or put them into a small enough cell.
GM: There’s one obstacle between you and Shroud.
The Umbra
The Umbra is an infinite multiverse in which World walkers can move between any two imag-
virtually all possible worlds exist. It is impossible inable places by progressively shifting from one
to make an accurate map of the Umbra because it universe to the next. Each of the three Vergences
exists in a multidimensional geometry that shifts is connected by a roadway between universes.
and flows over time. The Great Tormillian Way between Agoros and
the Maelstrom is the most developed of these,
We can make a diagram of Vergences, Anchors,
but there are other roadways that allow trans-
and other places in the Umbra. On a flat surface,
port between important locations, even by those
it can represent spacial relationships only very
without the Power.
approximately, but it can give a sense of how one
might travel from place to place.
174
a
t h i s is !
e m ber: t a map
Rem am, no
r
diag
Ashkelon
Natresk
Tarsis Deselon
Denishu
The Eye
Nesin
Etheria
Rebel
Strongholds
Leader: Zavia (taciturn, blunt, astute) Leader: Jalel (canny, energetic, talkative)
Quality: 2 Quality: 2
Scope: 3 Scope: 4
Expertise: Religion, Military Expertise: Mercantile, Interdimensional
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