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Apocalypsis in Cassari: Manhattan Project

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  1. 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.
  2.  
  3. 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.
  4. 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.
  5.  
  6. 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.
  7. (You may make a Reason or Survival check)
  8.  
  9. Stats:
  10.  
  11.  
  12. Health
  13. Passion Grace
  14. Dream Fighting
  15. Reason Survival
  16.  
  17. Rated 1-5. Starting with 3 points.
  18. 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).
  19. Can't max out stats that are opposite to each other (can't max Health if you maxed Reason and Survival).
  20. Each one gives you a d6. Succ on a 5+. Costs 3 XP to raise.
  21. 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).
  22.  
  23. Lorebooks:
  24. Knock
  25. Heart -> Grail -> Moth -> Lantern -> Forge -> Edge -> Winter -> Heart...
  26. Secret Histories
  27.  
  28. 1 minor ability - free
  29. 3 basic abilities - 3 XP
  30. 1 summon - 4 XP
  31. 1 of 2 great ability - 5 XP
  32. 1 stat boost - 3 XP
  33. 2 basic abilities from neighboring lores - 4 XP
  34. 2 minor abilities from neighboring lores - 3 XP
  35.  
  36. 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.
  37. Unless stated otherwise, all abilities last for 1 scene.
  38.  
  39. Radiation:
  40. Radiation is rated by bands:
  41.  
  42. Radiation Band I applies a -1d penalty to all dice rolls.
  43. Radiation Band II applies a -3d penalty to all dice rolls and increases all incoming damage by +2d.
  44. Radiation Band III applies a -6d penalty to all dice rolls, increases all incoming damage by +4d, and prevents crit hits from happening.
  45. Radiation Band IV is lethal to all mortal humans. Their Radiation Track is entirely filled and unless they ghoulify (1%), they will die.
  46. 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.
  47.  
  48. Lantern
  49. A Watchman's Secret: conjures a light equivalent to a powerful flashlight
  50. A Mansus-Glimpse: enhances an existing light to reveal anything hidden/decodes messages
  51. Phanaen Invocation: forces an entity to accept what you're telling it as true
  52. An Unmerciful Mantra: detects radiation and allows you to increase/decrease it by 1 band
  53. Hint: travels through mirrors, 10/1 summon
  54. Mantra of Ascent: force a reroll with +/- 1d on one dice roll
  55. Formula Concursate: learn everything that a restrained subject knows, at the expense of leaving them catatonic
  56. Boost Reason: +1 to Reason ability and increase maximum Reason to 6
  57. A Smith's Secret: calls a flame equivalent to a small torch
  58. A Knife's Secret: can tell how lethal things are - damage, armor, etc
  59. 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
  60. 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
  61.  
  62. Forge
  63. Call Flame: calls a flame equivalent to a small torch
  64. A Shaping Chant: change one item of equal size to another item of equal size for 24 hours
  65. An Ardent Orison: restore any item to functional capacity
  66. Callidate Invocation: know the direction and approximate distance to an item that you are seeking
  67. Caligine: a cloud of black smoke that can disable any machine and give people nightmares
  68. Furnace Paean: create one item out of the scrap you have around you
  69. Formula Fissive: conjure a great flame that does 5d Mansus damage
  70. Boost Survival: +1 to Reason ability and increase maximum Reason to 6
  71. A Knife's Secret: can tell how lethal things are - damage, armor, etc
  72. A Sexton's Secret: allows to find the nearest dead thing
  73. 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
  74. 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
  75.  
  76. Edge
  77. A Knife's Secret: can tell how lethal things are - damage, armor, etc
  78. 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
  79. The Colonel's Names: forces a target to make one attack against something near them
  80. Chiliarch's Lesson: empower yourself or an ally to have +1d for the duration of combat
  81. Maid-in-the-Mirror: an 8/2 summon, pulls any bodies with her into the Mansus
  82. The Lionsmith's Names: creates an invisible melee 2d Mansus weapon for 12 hours
  83. The Alignments of Murder: enchants a weapon to kill one person on striking them with it, lasts 1 day
  84. Boost Fighting: +1 to Fighting ability and increase maximum Fighting to 6
  85. A Sexton's Secret: allows to find the nearest dead thing
  86. A Thunderous Secret: know the closest safe shelter
  87. 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
  88. 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
  89.  
  90. Winter:
  91. A Sexton's Secret: allows to find the nearest dead thing
  92. A White Ceremony: causes an area where sounds are silent up to 28 days
  93. An Operation of the Declining Sun: -1d on actions to a target
  94. Invocation of the Ivory Dove: preserve a thing
  95. Voiceless Dead: allow one person to pass through one wall
  96. Recitation of Lost hours: allows the user to know all that the corpse knew
  97. The Division of the Names: raises a corpse to Shattered undeath for up to 7 days
  98. Boost Grace: +1 to Grace ability and increase maximum Grace to 6
  99. A Thunderous Secret: know the closest safe shelter
  100. A Red Secret: can identify social connections in an area
  101. 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
  102. 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
  103.  
  104. Heart:
  105. A Thunderous Secret: know the closest safe shelter
  106. Geminate Invocation: prevents attacks by summons, sustained
  107. Words that Walk: changes the weather to a thunderstorm/radstorm, sustained
  108. A Waking Chant: restore 2d Health to a person who is alive
  109. Percussigant: a 5/5 summon that is entirely immune to Mansus damage
  110. Velvet Charm: forces all who hear the beat to start dancing, sustained
  111. Formulae Vigilant: brings a person back to life, sustained
  112. Boost Health: +1 to Health ability and increase maximum Health to 6
  113. A Red Secret: can identify social connections in an area
  114. A Barber's Warning: know when someone is lying to you
  115. 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
  116. 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
  117.  
  118. Grail:
  119. A Red Secret: can identify social connections in an area
  120. Thiatic Invocation: changes the thing the target most wants to the caster
  121. A Delightful Sacrament: causes the failure of all senses of a target 1 day
  122. A Megalesian Incantation: +1d on social skills
  123. Raw Prophet: can perfectly impersonate someone
  124. Anthic Elaboration: can drink blood for sustenance, +1d on dice rolls in the dark, always on
  125. Formulae Voluptuous: possess the body of a restrained target up to 9 months
  126. Boost Passion: +1 to Passion ability and increase maximum Passion to 6
  127. A Barber's Warning: know when someone is lying to you
  128. A Watchman's Secret: conjures a light equivalent to a powerful flashlight
  129. 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
  130. 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
  131.  
  132. Moth:
  133. A Barber's Warning: know when someone is lying to you
  134. Moldywarp Admonitions: +1d to stealthy rolls
  135. A Wood-Whisper: drive a person insane 1 day
  136. An Ecdysiast's Parable: always be able to enter the Mansus, always crit on Dream rolls
  137. Eyeblossom: a plant that quickly spreads over a wide area and monitors all
  138. Thigh-born Thorax-Sweet: change your appearance to another humanoid being
  139. Centipede Testament: change form into an animal up to permanent
  140. Boost Dream: +1 to Passion ability and increase maximum Passion to 6
  141. A Watchman's Secret: conjures a light equivalent to a powerful flashlight
  142. Call Flame: calls a flame equivalent to a small torch
  143. 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
  144. 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
  145.  
  146. Knock:
  147. A Locksmith's Secret: sense the flows of Mansus energy
  148. A Consent of Wounds: take Xd damage, get +Xd on your next roll
  149. An Iguvine Rite: unsummon or end a non-Hour Mansus effect
  150. Menisicate Invocation: find out what's behind a lock
  151. Coilcorpse: a 7/3 summon which is immune to non-Edge and non-Knock magic
  152. Liminal Evocation: open anything locked
  153. Formulae Ophidian: teleport within line of sight
  154. Boost Any Stat
  155. 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
  156. 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
  157.  
  158. Secret Histories:
  159. Wormwatch: detect possession, whether by worms or something else
  160. 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
  161. Teresa: summon the Keeper of the Lodge of the Sage Knight
  162. Boost Luck: changes crit rolls from 4+ to 3+, +1 to Luck ability and increase maximum Luck to 6
  163.  
  164. Combat is resolved by a Fighting +/- mods vs Grace. When you can choose between damage types, choose the most optimal.
  165. Your inventory is the higher of your Health or Survival.
  166.  
  167. Items:
  168. Leather Armor (-2d on melee damage, -1d on ballistic damage, -3d on energy damage, size 2)
  169. Metal Armor (-2d on melee damage, -3d on ballistic damage, -1d on energy damage, size 2)
  170. Combat Armor (-2d on all types, size 2)
  171. Power Armor (-3d on all types, size 3)
  172. Rad Suit (reduces radiation damage by 1 band, size 2)
  173.  
  174. Knife (+1d melee damage, size 1)
  175. Spear (+1d melee damage, size 2, gain advantage on crit)
  176. Super Sledge (+2d melee damage, size 2, gain advantage on crit)
  177. Ripper (+3d melee damage, size 1)
  178. 10mm Pistol (+2d ballistic damage, range: close, size 1, needs ammo)
  179. Hunting Rifle (+2d ballistic damage, range: long, size 2, needs ammo)
  180. Assault Rifle (+3d ballistic damage, range: medium, size 2, gain advantage on crit, needs ammo)
  181. FN FAL (+3d ballistic damage, range: long, size 2, needs ammo)
  182. M72 Gauss Rifle (+5d ballistic/energy damage, range: extreme, size 3, needs ammo)
  183. Vindicator Minigun (+5d ballistic damage, range: long, size 3, gain advantage on crit, needs ammo)
  184. Rocket Launcher (+4d ballistic/energy damage, range: extreme, size 3, needs ammo)
  185. Laser Pistol (+2d energy damage, range: short, size 1, needs ammo)
  186. Plasma Rifle (+4d energy damage, range: medium, size 2, needs ammo)
  187.  
  188. Jet (+1 Dream, size 1)
  189. Buffout (+1 Health, size 1)
  190. Mentats (+1 Reason, size 1)
  191. Psycho (+1 Fighting, size 1)
  192. Med-X (+1 Survival, size 1)
  193. Turbo (+1 Grace, size 1)
  194. Daddy-O (+1 Passion, size 1)
  195. Stimpack (2d healing, size 1)
  196. Rad-Away (reduces radiation damage by 1 track, size 1)
  197. Rad-X (reduces radiation damage to target by 1 band, size 1)
  198.  
  199. Geiger Counter (detects radiation, size 1)
  200. Doctor's Bag (allows to provide long-term care and treat things like poison, disease, etc, size 1)
  201. Lockpicks (+1d to open mechanical locks, size 1)
  202. Toolkit (+1d on tool-related stuff, size 1)
  203. Backpack (0 encumberance, doubles encumberance)
  204. Smart-Pac System (0 encumberance, +3 encumberance threshold)
  205.  
  206. Ballistic ammo (good for one round of combat with ballistic damage, size 1)
  207. Energy ammo (good for one round of combat with energy damage, size 1)
  208. Hybrid ammo (good for one round of combat for the rocket launcher, size 1)
  209. Basic Rations (can walk for 12 hours/36 miles before needing a rest, size 1)
  210. High-Energy Rations (can walk for 16 + Health hours/48-63 hours, size 1)
  211.  
  212. Meteoric Bullets (converts weapon damage to Mansus damage, size 1)
  213. Blasted Sliver (+5d melee/Mansus damage, size 1, gain advantage on crit, size 1)
  214. Whispering Amulet (allows to raise one Burgeoning Risen, size 1)
  215. Noonstone (sheds light, size 1)
  216. Cinnabar Amulet (-1d to Mansus damage, size 1)
  217. Bone Flute (allows to raise one Shattered Risen, size 1)
  218. Marruvine Idol (can be taught a Heart beat that it will keep, size 1)
  219.  
  220. Azoth (can dissolve anything up to size 2, size 1)
  221. Leathy (more potent Laes, size 1)
  222. Glassfinger Draught (allows you to pass through glass without breaking it, size 1)
  223. Ichor Vitreous (turns a substance transparent, up to size 2, size 1)
  224. Bitterblack Salts (can be used as a missing ingridient for stuff, size 1)
  225. Iotic Essence (can be used to fuel anything, size 1)
  226. Martensite Paste (improves the damage of a weapon by +1d, size 1)
  227. Wolf-Snow (preserves something perfectly, size 1)
  228. Watch-Worms (allows the Worms to possess someone, size 1)
  229. Rose-Pearl Dust (creates Warding Circles, which prevent summons from entering, size 1)
  230. Witch-Kissed Oil (fully restores a living being to prime physical condition, size 1)
  231. Amaranthine Nectar (grants +3d on all rolls, but instaneously addictive, size 1)
  232.  
  233. Hours:
  234.  
  235. The Moth - alive, changed
  236. The Door in the Eye - dead, changed
  237. The Velvet - dead, rotting
  238. The Malachite - dead, rotting, stirring
  239. The Thunderskin - unknown, but still heard faintly
  240. the Mother of Ants - alive, weakened
  241. The Witch-and-Sister - dead, rotting
  242. The Colonel - alive, empowered but limited
  243. The Lionsmith - alive, empowered
  244. The Elegiast - alive
  245. The Beachcomber - dead, changed, empowered, not sure if rotting
  246. The Meniscate - unknown, presumed dead and rotting
  247. The Sun-in-Rags - dead, rotting
  248. The Horned-Axe - alive, weakened
  249. The Madrugad - dead, rotting
  250. The Red Grail - dead, weakened
  251. The Wolf Divided - dead, rotting, empowered
  252. The Vagabond - alive
  253. The Sister-and-Witch - dead, rotting
  254. The Flowermaker - dead, rotting
  255. The Forge of Days - alive
  256. The Crowned Growth - alive, empowered
  257. The Mare-in-the-Tree - unknown
  258. The Sun-in-Splendour - double dead, changed, irradiated
  259.  
  260. Stuff Hidden From You:
  261. Faction Weapons
  262. Higher-tier Artifacts
  263. Ascension
  264. Special Item Combinations
  265. End-Game Conditions
  266.  
  267. Lore/Aspect - the guiding principles. Lantern, Moth, Grail, Heart, Winter, Edge, Forge, Knock, Secret Histories
  268.  
  269. 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.
  270.  
  271. 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.
  272.  
  273. 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.
  274. 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.
  275.  
  276. 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.
  277.  
  278. 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.
  279.  
  280. 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.
  281.  
  282. 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.
  283. 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.
  284.  
  285. Some Definitions:
  286.  
  287. Mortal - obvious
  288.  
  289. Know - a Mortal who has passed beyond the Stag Door and has a decent amount of knowledge about the workings of the Mansus
  290.  
  291. Long - an immortal, but usually conditionally (some are agless, others can't be killed, some become different, etc)
  292.  
  293. Name - usually a Long but sometimes a Know who serve the Hours, and have more power
  294.  
  295. Hour - a powerful entity that reigns (though not necessarily rules) over a part of the Mansus
  296.  
  297. Mansus - both a dream-place and an alternate dimension where the Hours dwell
  298.  
  299. Spirit/Summon - an entity of the Mansus brought into the real world
  300.  
  301. 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.
  302.  
  303. 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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