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- The first half year of the Vault was actually fairly sane, all things considered. The Mansus was affected by the events of 2077 as much as Earth was. Some of the powers behaved in interesting new ways, so the Cultists weren't able to establish their dominance over the Vault-Tec personell at first. However, after the half year of them settling in happened, and the basics of Mansus communications were re-established, the Overseer and the rest of the Vault-Tec personell went missing. The general consensus is that they were given to slake the THIRST of the Wrong Door.
- Vault 9 was designed to stay closed for 150 years. Despite this, the first generation was full of brave explorers who braved the new Twisted Woods, and penetrated the gates. A lot of the old rites did not work, so many had died, and the population had to be replenished. It was only 50 years ago that the "expeditions" had resumed. At the same time, re-discovering the Mansus led to Vault 9 being able to learn what was going on in the world at large - it was able to form a map of the surrounding areas as well as subtly influence some events around.
- Daily life was atypical. There was always a low chant coming from one place or another. A lot of the chemical stores were depleted, as the various Forge types tried to re-create the various reagents, so there was always scavenging and strange acrid smells. There was never any radroach infestations as the Moth protected and gave control over them. No real accidents occured as the Lantern and Secret Histories people were on top of that shit (and the Forge were literal wizards with the machinery). The ones that were the most on edge were the Winter and Edge people (heh). Although the Winter was best at giving last rites. Overall, the impression that I am trying to give off is one of eclectic camaraderie. It was as if a bunch of weird and quirky people were forced to share a living space, but it was all very Bohemian. Alien artwork decorated the walls, the graffiti was in inhuman tongues, the children were taught Latin and Aramaic, and so on.
- Then several days before the Vault opened, almost everybody started getting more intense Dreams. The denizens of the Mansus had their designs on this world, and they were making sure their people knew about it. Regardless, when the Vault opened, many were gone immediately. As for yourselves well... when you woke up, the Vault was mostly empty except for the few who were staying behind.
- (You may make a Reason or Survival check)
- Stats:
- Health
- Passion Grace
- Dream Fighting
- Reason Survival
- Rated 1-5. Starting with 3 points.
- Can only raise a stat if the stats next to it are 1 step away (if you want to raise your Dream to 3, your Passion and Reason should be at 2).
- Can't max out stats that are opposite to each other (can't max Health if you maxed Reason and Survival).
- Each one gives you a d6. Succ on a 5+. Costs 3 XP to raise.
- Luck is a separate skill, costs 5 XP to raise. Crit on 1s with 6-Luck (so, at Luck 1, you need 5 1s, at Luck 5 you need one 1). A crit changes your success threshold to a 4+ (or 3+ if you choose your aspects to be Secret Histories).
- Lorebooks:
- Knock
- Heart -> Grail -> Moth -> Lantern -> Forge -> Edge -> Winter -> Heart...
- Secret Histories
- 1 minor ability - free
- 3 basic abilities - 3 XP
- 1 summon - 4 XP
- 1 of 2 great ability - 5 XP
- 1 stat boost - 3 XP
- 2 basic abilities from neighboring lores - 4 XP
- 2 minor abilities from neighboring lores - 3 XP
- You start with the minor ability and 1 rank in the Lore associated with it. Every new ability/summon/stat boost you purchase gives you 1 rank in that Lore. Secret Histories gains 1 rank in itself as well.
- Unless stated otherwise, all abilities last for 1 scene.
- Radiation:
- Radiation is rated by bands:
- Radiation Band I applies a -1d penalty to all dice rolls.
- Radiation Band II applies a -3d penalty to all dice rolls and increases all incoming damage by +2d.
- Radiation Band III applies a -6d penalty to all dice rolls, increases all incoming damage by +4d, and prevents crit hits from happening.
- Radiation Band IV is lethal to all mortal humans. Their Radiation Track is entirely filled and unless they ghoulify (1%), they will die.
- Upon spending a scene in a Radiation Band that isn't entirely countered, the person takes that much Radiation damage to their radiation track. They are affected by the effect of that Radiation Band until they are cured of all radiation damage. A baseline human has a Radiation track of 4. Since the PCs are unlikely to purposefully expose themselves to high doses of radiation, long-term exposure doesn't build up (in other words, once they have been exposed to Radiation Band II, they will be unaffected by further exposure to Radiation Band II or I.
- Lantern
- A Watchman's Secret: conjures a light equivalent to a powerful flashlight
- A Mansus-Glimpse: enhances an existing light to reveal anything hidden/decodes messages
- Phanaen Invocation: forces an entity to accept what you're telling it as true
- An Unmerciful Mantra: detects radiation and allows you to increase/decrease it by 1 band
- Hint: travels through mirrors, 10/1 summon
- Mantra of Ascent: force a reroll with +/- 1d on one dice roll
- Formula Concursate: learn everything that a restrained subject knows, at the expense of leaving them catatonic
- Boost Reason: +1 to Reason ability and increase maximum Reason to 6
- A Smith's Secret: calls a flame equivalent to a small torch
- A Knife's Secret: can tell how lethal things are - damage, armor, etc
- Space for Manual Entry of Neighboring Basic Abilities: A Shaping Chant OR An Ardent Orison OR Callidate Invocation OR An Operation of the Labhite OR The Colonel's Names OR Chiliarch's Lesson ; or just manual entry
- Space for Manual Entry of Neighboring Basic Abilities: A Shaping Chant OR An Ardent Orison OR Callidate Invocation OR An Operation of the Labhite OR The Colonel's Names OR Chiliarch's Lesson ; or just manual entry
- Forge
- Call Flame: calls a flame equivalent to a small torch
- A Shaping Chant: change one item of equal size to another item of equal size for 24 hours
- An Ardent Orison: restore any item to functional capacity
- Callidate Invocation: know the direction and approximate distance to an item that you are seeking
- Caligine: a cloud of black smoke that can disable any machine and give people nightmares
- Furnace Paean: create one item out of the scrap you have around you
- Formula Fissive: conjure a great flame that does 5d Mansus damage
- Boost Survival: +1 to Reason ability and increase maximum Reason to 6
- A Knife's Secret: can tell how lethal things are - damage, armor, etc
- A Sexton's Secret: allows to find the nearest dead thing
- Space for Manual Entry of Neighboring Basic Abilities: An Operation of the Labhite OR The Colonel's Names OR Chiliarch's Lesson OR A White Ceremony OR An Operation of the Declining Sun OR Invocation of the Ivory Dove; or just manual entry
- Space for Manual Entry of Neighboring Basic Abilities: An Operation of the Labhite OR The Colonel's Names OR Chiliarch's Lesson OR A White Ceremony OR An Operation of the Declining Sun OR Invocation of the Ivory Dove; or just manual entry
- Edge
- A Knife's Secret: can tell how lethal things are - damage, armor, etc
- An Operation of the Labhite: increase the damage dice of one weapon by +1d or allow a non-weapon item to be used as a weapon
- The Colonel's Names: forces a target to make one attack against something near them
- Chiliarch's Lesson: empower yourself or an ally to have +1d for the duration of combat
- Maid-in-the-Mirror: an 8/2 summon, pulls any bodies with her into the Mansus
- The Lionsmith's Names: creates an invisible melee 2d Mansus weapon for 12 hours
- The Alignments of Murder: enchants a weapon to kill one person on striking them with it, lasts 1 day
- Boost Fighting: +1 to Fighting ability and increase maximum Fighting to 6
- A Sexton's Secret: allows to find the nearest dead thing
- A Thunderous Secret: know the closest safe shelter
- Space for Manual Entry of Neighboring Basic Abilities: A White Ceremony OR An Operation of the Declining Sun OR Invocation of the Ivory Dove OR Geminate Invocation OR Words that Walk OR A Waking Chant; or just manual entry
- Space for Manual Entry of Neighboring Basic Abilities: A White Ceremony OR An Operation of the Declining Sun OR Invocation of the Ivory Dove OR Geminate Invocation OR Words that Walk OR A Waking Chant; or just manual entry
- Winter:
- A Sexton's Secret: allows to find the nearest dead thing
- A White Ceremony: causes an area where sounds are silent up to 28 days
- An Operation of the Declining Sun: -1d on actions to a target
- Invocation of the Ivory Dove: preserve a thing
- Voiceless Dead: allow one person to pass through one wall
- Recitation of Lost hours: allows the user to know all that the corpse knew
- The Division of the Names: raises a corpse to Shattered undeath for up to 7 days
- Boost Grace: +1 to Grace ability and increase maximum Grace to 6
- A Thunderous Secret: know the closest safe shelter
- A Red Secret: can identify social connections in an area
- Space for Manual Entry of Neighboring Basic Abilities: Geminate Invocation OR Words that Walk OR A Waking Chant OR Thiatic Invocation OR A Delightful Sacrament OR A Megalesian Incantation; or just manual entry
- Space for Manual Entry of Neighboring Basic Abilities: Geminate Invocation OR Words that Walk OR A Waking Chant OR Thiatic Invocation OR A Delightful Sacrament OR A Megalesian Incantation; or just manual entry
- Heart:
- A Thunderous Secret: know the closest safe shelter
- Geminate Invocation: prevents attacks by summons, sustained
- Words that Walk: changes the weather to a thunderstorm/radstorm, sustained
- A Waking Chant: restore 2d Health to a person who is alive
- Percussigant: a 5/5 summon that is entirely immune to Mansus damage
- Velvet Charm: forces all who hear the beat to start dancing, sustained
- Formulae Vigilant: brings a person back to life, sustained
- Boost Health: +1 to Health ability and increase maximum Health to 6
- A Red Secret: can identify social connections in an area
- A Barber's Warning: know when someone is lying to you
- Space for Manual Entry of Neighboring Basic Abilities: Thiatic Invocation OR A Delightful Sacrament OR A Megalesian Incantation OR Moldywarp Admonitions OR A Wood-Whisper OR An Ecdysiast's Parable; or just manual entry
- Space for Manual Entry of Neighboring Basic Abilities: Thiatic Invocation OR A Delightful Sacrament OR A Megalesian Incantation OR Moldywarp Admonitions OR A Wood-Whisper OR An Ecdysiast's Parable; or just manual entry
- Grail:
- A Red Secret: can identify social connections in an area
- Thiatic Invocation: changes the thing the target most wants to the caster
- A Delightful Sacrament: causes the failure of all senses of a target 1 day
- A Megalesian Incantation: +1d on social skills
- Raw Prophet: can perfectly impersonate someone
- Anthic Elaboration: can drink blood for sustenance, +1d on dice rolls in the dark, always on
- Formulae Voluptuous: possess the body of a restrained target up to 9 months
- Boost Passion: +1 to Passion ability and increase maximum Passion to 6
- A Barber's Warning: know when someone is lying to you
- A Watchman's Secret: conjures a light equivalent to a powerful flashlight
- Space for Manual Entry of Neighboring Basic Abilities: Moldywarp Admonitions OR A Wood-Whisper OR An Ecdysiast's Parable OR A Mansus-Glimpse OR Phanaen Invocation OR An Unmerciful Mantra; or just manual entry
- Space for Manual Entry of Neighboring Basic Abilities: Moldywarp Admonitions OR A Wood-Whisper OR An Ecdysiast's Parable OR A Mansus-Glimpse OR Phanaen Invocation OR An Unmerciful Mantra; or just manual entry
- Moth:
- A Barber's Warning: know when someone is lying to you
- Moldywarp Admonitions: +1d to stealthy rolls
- A Wood-Whisper: drive a person insane 1 day
- An Ecdysiast's Parable: always be able to enter the Mansus, always crit on Dream rolls
- Eyeblossom: a plant that quickly spreads over a wide area and monitors all
- Thigh-born Thorax-Sweet: change your appearance to another humanoid being
- Centipede Testament: change form into an animal up to permanent
- Boost Dream: +1 to Passion ability and increase maximum Passion to 6
- A Watchman's Secret: conjures a light equivalent to a powerful flashlight
- Call Flame: calls a flame equivalent to a small torch
- Space for Manual Entry of Neighboring Basic Abilities: A Mansus-Glimpse OR Phanaen Invocation OR An Unmerciful Mantra OR A Shaping Chant OR An Ardent Orison OR Callidate Invocation; or just manual entry
- Space for Manual Entry of Neighboring Basic Abilities: A Mansus-Glimpse OR Phanaen Invocation OR An Unmerciful Mantra OR A Shaping Chant OR An Ardent Orison OR Callidate Invocation; or just manual entry
- Knock:
- A Locksmith's Secret: sense the flows of Mansus energy
- A Consent of Wounds: take Xd damage, get +Xd on your next roll
- An Iguvine Rite: unsummon or end a non-Hour Mansus effect
- Menisicate Invocation: find out what's behind a lock
- Coilcorpse: a 7/3 summon which is immune to non-Edge and non-Knock magic
- Liminal Evocation: open anything locked
- Formulae Ophidian: teleport within line of sight
- Boost Any Stat
- Space for Manual Entry of Summons: Hint OR Caligine OR Maid-in-the-Mirror OR Voiceless Dead OR Percussigant OR Raw Prophet OR Eyeblossom OR Theresa
- Space for Manual Entry of Summons: Hint OR Caligine OR Maid-in-the-Mirror OR Voiceless Dead OR Percussigant OR Raw Prophet OR Eyeblossom OR Theresa
- Secret Histories:
- Wormwatch: detect possession, whether by worms or something else
- Any 7 Basic abilities from any other Aspect: this is probably better done as manual entry since Secret Histories gets access to 7 abilities from all the other Aspects
- Teresa: summon the Keeper of the Lodge of the Sage Knight
- Boost Luck: changes crit rolls from 4+ to 3+, +1 to Luck ability and increase maximum Luck to 6
- Combat is resolved by a Fighting +/- mods vs Grace. When you can choose between damage types, choose the most optimal.
- Your inventory is the higher of your Health or Survival.
- Items:
- Leather Armor (-2d on melee damage, -1d on ballistic damage, -3d on energy damage, size 2)
- Metal Armor (-2d on melee damage, -3d on ballistic damage, -1d on energy damage, size 2)
- Combat Armor (-2d on all types, size 2)
- Power Armor (-3d on all types, size 3)
- Rad Suit (reduces radiation damage by 1 band, size 2)
- Knife (+1d melee damage, size 1)
- Spear (+1d melee damage, size 2, gain advantage on crit)
- Super Sledge (+2d melee damage, size 2, gain advantage on crit)
- Ripper (+3d melee damage, size 1)
- 10mm Pistol (+2d ballistic damage, range: close, size 1, needs ammo)
- Hunting Rifle (+2d ballistic damage, range: long, size 2, needs ammo)
- Assault Rifle (+3d ballistic damage, range: medium, size 2, gain advantage on crit, needs ammo)
- FN FAL (+3d ballistic damage, range: long, size 2, needs ammo)
- M72 Gauss Rifle (+5d ballistic/energy damage, range: extreme, size 3, needs ammo)
- Vindicator Minigun (+5d ballistic damage, range: long, size 3, gain advantage on crit, needs ammo)
- Rocket Launcher (+4d ballistic/energy damage, range: extreme, size 3, needs ammo)
- Laser Pistol (+2d energy damage, range: short, size 1, needs ammo)
- Plasma Rifle (+4d energy damage, range: medium, size 2, needs ammo)
- Jet (+1 Dream, size 1)
- Buffout (+1 Health, size 1)
- Mentats (+1 Reason, size 1)
- Psycho (+1 Fighting, size 1)
- Med-X (+1 Survival, size 1)
- Turbo (+1 Grace, size 1)
- Daddy-O (+1 Passion, size 1)
- Stimpack (2d healing, size 1)
- Rad-Away (reduces radiation damage by 1 track, size 1)
- Rad-X (reduces radiation damage to target by 1 band, size 1)
- Geiger Counter (detects radiation, size 1)
- Doctor's Bag (allows to provide long-term care and treat things like poison, disease, etc, size 1)
- Lockpicks (+1d to open mechanical locks, size 1)
- Toolkit (+1d on tool-related stuff, size 1)
- Backpack (0 encumberance, doubles encumberance)
- Smart-Pac System (0 encumberance, +3 encumberance threshold)
- Ballistic ammo (good for one round of combat with ballistic damage, size 1)
- Energy ammo (good for one round of combat with energy damage, size 1)
- Hybrid ammo (good for one round of combat for the rocket launcher, size 1)
- Basic Rations (can walk for 12 hours/36 miles before needing a rest, size 1)
- High-Energy Rations (can walk for 16 + Health hours/48-63 hours, size 1)
- Meteoric Bullets (converts weapon damage to Mansus damage, size 1)
- Blasted Sliver (+5d melee/Mansus damage, size 1, gain advantage on crit, size 1)
- Whispering Amulet (allows to raise one Burgeoning Risen, size 1)
- Noonstone (sheds light, size 1)
- Cinnabar Amulet (-1d to Mansus damage, size 1)
- Bone Flute (allows to raise one Shattered Risen, size 1)
- Marruvine Idol (can be taught a Heart beat that it will keep, size 1)
- Azoth (can dissolve anything up to size 2, size 1)
- Leathy (more potent Laes, size 1)
- Glassfinger Draught (allows you to pass through glass without breaking it, size 1)
- Ichor Vitreous (turns a substance transparent, up to size 2, size 1)
- Bitterblack Salts (can be used as a missing ingridient for stuff, size 1)
- Iotic Essence (can be used to fuel anything, size 1)
- Martensite Paste (improves the damage of a weapon by +1d, size 1)
- Wolf-Snow (preserves something perfectly, size 1)
- Watch-Worms (allows the Worms to possess someone, size 1)
- Rose-Pearl Dust (creates Warding Circles, which prevent summons from entering, size 1)
- Witch-Kissed Oil (fully restores a living being to prime physical condition, size 1)
- Amaranthine Nectar (grants +3d on all rolls, but instaneously addictive, size 1)
- Hours:
- The Moth - alive, changed
- The Door in the Eye - dead, changed
- The Velvet - dead, rotting
- The Malachite - dead, rotting, stirring
- The Thunderskin - unknown, but still heard faintly
- the Mother of Ants - alive, weakened
- The Witch-and-Sister - dead, rotting
- The Colonel - alive, empowered but limited
- The Lionsmith - alive, empowered
- The Elegiast - alive
- The Beachcomber - dead, changed, empowered, not sure if rotting
- The Meniscate - unknown, presumed dead and rotting
- The Sun-in-Rags - dead, rotting
- The Horned-Axe - alive, weakened
- The Madrugad - dead, rotting
- The Red Grail - dead, weakened
- The Wolf Divided - dead, rotting, empowered
- The Vagabond - alive
- The Sister-and-Witch - dead, rotting
- The Flowermaker - dead, rotting
- The Forge of Days - alive
- The Crowned Growth - alive, empowered
- The Mare-in-the-Tree - unknown
- The Sun-in-Splendour - double dead, changed, irradiated
- Stuff Hidden From You:
- Faction Weapons
- Higher-tier Artifacts
- Ascension
- Special Item Combinations
- End-Game Conditions
- Lore/Aspect - the guiding principles. Lantern, Moth, Grail, Heart, Winter, Edge, Forge, Knock, Secret Histories
- Edge cuts. It's arguably the most uncomplicated aspect, and is useful for combat and murder. It can also cut metaphorical things, allowing you to trade one stat for another by initiating a battle in your mind. Edge cultists are plain old cutthroats and murderers, but become refined assassins as they rank up.
- Forge changes. It can be used to build and repair, but also burns and consumes. And can blast through warded doors. Finally, it's often valuable when navigating hostile terrain, be that icy mountain passes, vast scorching deserts, or dark churning oceans. Forge cultists tend to have robotic and pragmatic personalities.
- Grail seduces. It offers the most delicious tastes and sensations, and gives more temptation in return. Useful for getting people to make bad decisions. Grail cultists are usually seductive people with strange appetites.
- Heart beats, inexorably. It's associated with health, vitality, and celebration, but also with compulsive persistence. Can be used to maintain your reputation, restore your health, and ward off some life-draining curses. Heart cultists are described as being relentlessly cheerful.
- Knock opens. It opens doors, and space, and people. It's an essential part of any Summoning Ritual and can be used to navigate nearly every door in the Mansus. Serpents, venom and wounds are strongly associated with Knock. Knock cultists are good at breaking and entering and make good thieves, but have spaced-out personalities from being able to see through dimensions.
- Lantern illuminates. It shows secret doors, and secret places, and secrets you didn't ask for and don't want to know. The Light is not merciful, and is one of the leading causes of Go Mad from the Revelation in the game. But it's also one of the most useful lores for navigating The Mansus, especially early on. Lantern cultists can be zealous visionaries.
- Moth confuses. It's associated with shadows and chaos, and is good for sneaking by watchers, stealing inconvenient evidence, and navigating dark forests. Nonsense ("buzzing in the brain") and shapeshifting ("shedding of skin") are also closely associated with it, as are haircuts (the closest a human can come to "shedding" rapidly). Moth cultists are strange tricksters by nature.
- Winter silences. Like the dead are silent. A vital component in Necromancy, and a good way to suppress curses or sustain an expedition through icy conditions. Winter cultists are usually creepy, dreadful folk who watch and wait.
- Secret History remembers. It is technically occult lore, but doesn't offer power like the others. Instead, it provides directions to secret places that you can send an expedition to investigate.
- Some Definitions:
- Mortal - obvious
- Know - a Mortal who has passed beyond the Stag Door and has a decent amount of knowledge about the workings of the Mansus
- Long - an immortal, but usually conditionally (some are agless, others can't be killed, some become different, etc)
- Name - usually a Long but sometimes a Know who serve the Hours, and have more power
- Hour - a powerful entity that reigns (though not necessarily rules) over a part of the Mansus
- Mansus - both a dream-place and an alternate dimension where the Hours dwell
- Spirit/Summon - an entity of the Mansus brought into the real world
- God from Light/God from Stone/God from Blood/God from Flesh - The way an Hour arose. Light descended from the Glory, Stone arose on primordial Earth (before humans), Blood is from mortal sacrifice, Flesh was a mortal that ascended.
- Worm - a thing that grows in the bodies of dead Hours and can possess humans. There have been three wars with them.
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