CONVERGENCE

"Power does not exist in a vacuum. It demands a witness, and it invites a challenger."

Ascendants (the Major Arcana) generally ignore mortals, but they cannot ignore each other. When multiple Ascendants exert influence on a single location, reality buckles under the weight of their conflicting aspects.

In WaySpace, the Major Arcana are not just abstract concepts; they are the "World Rules" currently in play - their effect will be preeminent at that location, and not going away soon.

When a card is played, it stays face-up on the table, forming the Convergence Arena

1. The Pressure Check

Every time a new Major Arcana card is placed on the table (adding to those already there), the GM must make a Convergence Check.

Roll a d20.

  • The Threat Range: The Check fails if the result is equal to or lower than [Number of Active Cards × 3].

  • 1 Card Threat Range: 1-3 (d20) Probability: Low (15%)

  • 2 Cards Threat Range: 1-6 (d20) Probability: Moderate (30%)

  • 3 Cards Threat Range: 1-9 (d20) Probability: High (45%)

  • 4 Cards Threat Range: 1-12 (d20) Probability: Severe (60%)

  • 5+ Cards Threat Range: 1-20 (d20) Probability: Inevitable

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2. The Trigger

If the check is passed (roll is high), the cards coexist uneasily. The tension remains. If the check fails (roll is low), CONVERGENCE OCCURS.

3. The Resolution: The Clash of Ascendants

When Convergence triggers, the outcome depends entirely on how many cards were on the table. The Ascendants are no longer looking at the players; they are looking at each other.

Clear the Convergence Arena after resolving the effect. The pressure resets.

THE AVATAR

(1 Card on Table)

Triggered on a roll of 1-3 when only one card is present. The Ascendant is unchallenged. It stops influencing the environment and manifests a physical Avatar to enforce its will directly.

  • Effect: The card becomes an NPC (Friend or Foe, based on context) for 1d4 rounds.

    • Example (The Chariot): A spectral tank or a knight in power armor plows through the wall, attacks the strongest combatant, and vanishes.

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THE RESONANCE

(2 Cards on Table)

Triggered on a roll of 1-6 when two cards are present. The two Ascendants combine their aspects, creating a Hybrid Rule that warps reality. The GM interprets the combination of the two cards.

Examples of Resonance:

  • The Tower + The Magician = "Arcane Fallout."

    • Logic: Destruction + Magic.

    • Effect: Every spell cast or tech item used causes a localized explosion (1d6 damage to user).

  • The Lovers + Death = "The Romeo & Juliet Pact."

    • Logic: Bond + End.

    • Effect: All combatants are mentally linked to one enemy. If you take damage, your linked enemy takes equal damage. If one dies, the other dies.

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THE WAR OF ASCENDANTS

(3+ Cards on Table)

Triggered when 3 or more cards are present. This is a Malazan-style Convergence. The Ascendants are too powerful to coexist. They go to war through the players and the environment. The scene becomes a disaster zone, possibly as follows:

  • Total Negation: All active cards are nullified instantly. All Magic, Tech, and Psionics cease to function for 1 round as reality reboots.

  • The Choosing: Each player is "claimed" by one of the cards on the table. They gain Advantage on all rolls associated with that card's Attribute but Disadvantage on everything else.

  • Planar Bleed: The cards tear the map apart. The battlefield splits into 3 distinct zones, each governed by one of the cards' physics. Players must physically move between zones to survive.

  • The Prison: The ground opens. An ancient prison mechanism attempts to capture the Ascendants. Everyone (Players and Enemies) must make a Force (Strength) save to avoid being dragged into an eternal prison dimension.

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