Technical Section (Turn 16)
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General:
"The Wood grows around the walls of the Mansus. As any student of Histories knows, the Mansus has no walls."
Fragments of the mechanics of Cultist Simulator, board games, and some other quests are borrowed in the creation of this quest.
Greg has a total of 3 Characteristics: Body, Mind, and Passion. Each of them gives one action of its kind per point. The body is also responsible for the number of HP boxes, and the amount of actual HP in each box depends on the body type (see Traits). All actions in the quest will be divided into 5 categories:
- Work - Earnings, training, making things, and rituals.
- Dream - Rest, treatment of wounds and illnesses, forays into Mansus (the Abode).
- Studying - Learning, Understanding occult mysteries, Research.
- Conversation - Conversations, Gathering rumors, Identifying candidates for the initiation, Cult actions.
- Travel - Trips for ingredients (purchase or extraction), Search for special places, raids on bases of competitors and enemies.
Time:
"Time passes, the shadow on the sundial moves."
Each turn is one week. No more, no less. Some actions, like expeditions or encounters, may require separate votes but are part of the turn to which they belong.
Every 5 turns, information known from various sources about what is going on in the city (and the most important of the world news) will be published.
Stats:
"This is my body. There are other bodies, but this one is mine, and my mind needs it as a fungus needs soil."
Greg's current stats:
Body - 4 (1 + (1 by the results of the 6th turn) + (1 by the results of the 10th turn) + (1 by the results of the 16th turn)); 3 boxes of HP (30/30)
Mind - 4(2 + (1 by the results of the 3rd move) + (1 by the results of the 13th move));
Passion - 4(2 + (1 by the results of the 5th turn) + (1 by the results of the 11th turn));
Things:
"Fuel, ointment, pigment, patience. Things that gradually dry up."
Books (11)
- Diary of a Predecessor.
- The Collected Works of Therese Galmier, in four volumes.
- Christopher Illopoli's three-volume Travelling at Night.
- The Burning of the Unburnt God tales recorded by Jay Wigglesworth Jensen.
- The Manner in which the Alchemist was Spared - an ancient book in the Vak language.
- The Humours of a Gentleman - Samuel Savage's satirical comedy.
- Research Diary. The handwriting is sloppy but readable. You can sense the smell of the adventure.
- On the White by Solomon Husher. The work is probably allegorical.
- How to Learn to See Light by Oliver Duong. A handbook for photographers that carries an unorthodox approach to the art of photography.
Articles:
- The Mysteries of Knock,
- The Secrets of Lantern.
- The Crafts of Forge
- Mysterious Revelation
Paints and reagents:
- Two bags of "Bitterblack Salts" - black crystals no bigger than a fingernail. According to the diary, cannot be created without the secrets of the Forge.
- A small tin can of shoe polish. Signed "Vital Pigment".
- Refulgin
- Rose Pearl Dust
- Martensite Paste
Materials:
- A shark's tooth the size of an arrowhead (Aspect Edge 1)
- Colored Glasses (Lantern 1)
- A Very Rusty Dirk (Edge 2)
- A sharp fragment of a walrus tusk. (Edge 3)
- A scented candle with a strange odor. (Moth 3)
- A key blackened by time. (Knock 1)
- The crumbled little tambourine. (Heart ?)
Other things:
- A hard leather case with a dozen sketches of paintings dedicated to the Hours.
- A box with unknown contents, with no visible joints or lock.
- A record of the knowledge and resources needed to summon Baldomera (the action will appear when the appropriate ritual and all necessary resources are obtained).
- Mysterious Notes. A walk through non-existent streets left quite a tangible trophy. Needs to be deciphered.
- Something something DEEP MYSTERIES something - a late nineteenth-century pornographic graphomania. It's worth something. (sold on turn 11
- Bag of spintrii, arcane world currencies: 7 iron, 5 bronze, and 3 silver (+1 By turn 7) spintrii.
- Junk for sale - 5 units (sold in turn 11)
- Mysterious stencil (obtained in turn 14) (can be explored) (Explored in turn 15 and stored with the diary).
Pictures:
- Painting with the mood - "Moths". Kept in a dark and quiet place, facing the wall.
- Picture Artifact - "Fascination". Power of Aspects: 3 Lamp, 3 Moth. Can be used in rituals, but increases the chance of failure. Stored in the attic in several layers of wrappings, away from anyone's eyes.
Funds:
16 units. = 9 units (starting) + 7 units (By the results of turn 1) + 1 unit (pocket turn 7) + 2 units (found in the garage in turn 9.) + 1 unit (pocket turns 9) + 1 unit (pocket turns 11) + 16 units (trade junk turn 11) - 7 units. (purchases of move 11) + 3 units (selling paintings of turn 12) + 1 unit (pocket turn 13) + 4 units (selling paintings of turn 13) - 1 unit (buying paints of turn 15) + 1 unit (pocket turn 15) - 22 units (purchases of turn 16)
Place in the Town:
"There are places in the city where you can find the weirdest things ... You just have to pick out from the history and rumors useful information."
- The Two-Fourths Bar, an eatery where the "sludge" of city society gathers. Here you can find out rumors that don't usually reach the more respectable circles, and probably find someone suitable for a dirty job that no one can find out about. The main thing is not to carry anything of value - they will steal. Or worse.
The Cult of the Workshop of the Creators of Flame:
"A cult with only one member is nothing more than an exotic fad."
- Patron - Forge (Forge of Days) is a Forge cult dedicated to transformation and destruction. You, as its founder, can promote followers of the Forge aspect to the tenth rank (Apprentice).
- Cult Sanctuary - Attic of the Vader House (temporary hideout.
- Cult members:
-- Linda Vader, neophyte (Lantern 2). Linda, who works as a nurse at a hospital in Brockton Bay, has recently developed a fondness for reading in bright light. Her eyes are not always open.
This narrative has been purloined without the author's approval. Report any appearances on Amazon.
-- King Vader, neophyte (Knock 2). King has no tolerance for locked doors. And closets. And complicated knots. But for some inexplicable reason, he likes ties and, for some reason, snakes. (Almost always on the road and unavailable. Source resource "Souvenirs.")
Influences:
"An echo, a resonance, an alignment. Something that will fade soon. "
Temporal effects that provide bonuses to rolls will be listed after the turn entry along with the stats. Can affect the stats themselves, but only slightly. They are divided into orders of magnitude: 1st is +5, 2nd is +10, etc.
Known Influences:
- Enlightenment - Enlightenment is near! I can feel the world ticking! (+5 to Study rolls. Can turn into a Fascination if it fails) 1 Lv.
- Bright Enlightenment - Enlightenment is near! Light of the mind became brighter!(+10 to the rolls of the Study. Can turn into a Fascination if it fails) 2 Lv.
- Visible Enlightenment - Enlightenment is so close! Just a little more and the light of my mind can be felt even by the uninitiated!(+15 to Study rolls. May lose 1 or 2 levels or, in critical failure, turn into a Fascination) 3 Lv.
- Evident Enlightenment - There's more and more glare on reflective surfaces! I can see not just normal light, and it's noticeable. (+20 to the Study rolls. May lose 1 or 2 steps or, in critical failure, degenerate into a Fascination) 4 Lv.
- Unbearable Enlightenment - The human mind can't stand it! (Provokes a roll of consequence. Either way will be reduced in power or disappear altogether.)
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Encouraged Vitality - The blood sings in my veins! Any job I can do! (+10 to body rolls) 2 Lv.
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Contentment - I'm happy, I think. (next week's Trouble Roll will have a lower threshold).
Influences of Heart:
- Trembling Airs. The toes tap. All is brisk and all is well. [The influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable.] (Power 2)
Influences of Moth:
- The buzzing in the Brain - In gi rum imus noc te et con sumi click-click-click-click [Influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable. Can be used in some rituals to summon underlings; some underlings will retain influence when destroyed] (Power 2)
Influences of Forge:
- Trembling Heat. The possibility of sparks.[Sixth-order influence: Impossible to mix up. Can be used in some rituals to summon underlings] (Power 6)
Traits:
"The mind, the heart, the hand or the eye. Most of us have it from birth."
Traits - Traits of Greg that affect certain actions. Can change as a result of actions, or over time, greatly affecting both game mechanics and social interactions. New traits can be gained through critical successes and failures, as well as by performing special actions.
- Decreasing Growth Burst - Your body is growing rapidly and, although the growth spurt is on the wane, you can take advantage of it. (+10 to body enhancement exercise rolls) lasts 20 turns. (Exists from Turn 1)
- Schoolboy - whether you like it or not, basic education is mandatory for everyone. You have to go to school if you don't want any real problems (in particular, your allowance depends entirely on your grades), although given that you go to Winslow, no one will even notice if you score a few weeks in a row. Maybe. (1 mind action blocked for the duration of your studies, + 1 to the Funds every 2 turns, some options are impossible without this trait)
- Geek - You are a treasure trove of knowledge in all things related to popular culture. Games, movies, TV shows - in these topics you are like a fish in water! As opposed to the more pressing and closely related to everyday life... (a bonus when interacting with those who are on topic, a penalty when interacting with those who are not. Some social interactions are blocked)
- Emotional Fountain - Your emotions are literally spurting out of you! You give 150% when it comes to feelings! You even have a note with the name of the syndrome, it's just very illegible handwriting! (50% chance of adding half the dice for a feeling-based action, and 50% chance of halving it. Solved by flipping a coin, for there is no middle ground.)
- Weirdo - you're still out of the accepted framework of the social level, but in a much more positive way than before. Social interactions in the school environment have become easier. (A small bonus for social interactions with "regulars," a small penalty for social interactions with "cools," no bonuses or penalties for social interactions with outcasts, and a bonus for finding promising people among other students)
- Initiate - A veil has been lifted over the mysteries of the universe. You know something about how the world ticks. (Bonus to paranormal actions and recognition of such, special actions unlocked).
- Notable Scholarship - You know enough to know how little you know. (another +1 mind action each turn, +10 to mind rolls other than the mind development action).
- Knowing Aramaic - Aramic is the language of Aram and her many descendants for three thousand years or more. Studied at 1/10. (when completed will allow translation of texts in Aramaic)
- Painter - bonus +5 to drawing rolls, high probability of determining the paintings affected by the Principles, and the power invested in them.
- Wild imagination - You've been known to break six pencils a day. It's not long before the stationery stores make a small fortune off of you. (One more Passion Action each turn, +10 to Passion Rolls, except Passion Development Action)
- Silver Quill - Your academic achievements, and getting second place in two city Olympiads at once, turned you from an extra person to a rising star among students. At least in the eyes of the school administration. This has its perks... (The action of "attending class" always ends in auto-success, thanks to your advanced knowledge of the program and the goodwill of the school administration, and the action of the mind with the lowest result in this move adds 5d6 dice, thanks to the time freed up for thinking).
- Hardened Physique (Arms of Steel) - You can almost tell by your appearance that you are as strong as a blacksmith or a soldier. (+1 body action each turn (4 total), +10 to body rolls except body development action. +1 HP box (3 total) = +10 to health (30/30)).
- Natural Development (B) - It's as if your body wants to get better! What comes to others with hard work is just a matter of time for you. (+ 5 to actions for body development and healing. The number of actions needed to reach the next stage is reduced by 2 for each of the following stages)
- Lessons in Survival! - (+5 to rolls for possible injury, +5 to rolls to check the severity of injury)
- Huge - It didn't happen overnight, but over time and with persistent physical development you began to rise above most people. This has some advantages. (+5 to rolls in Aggressive Negotiations, some changes in social interactions. From a certain stage of body/martial arts development - bonuses to direct confrontation).
- The Cult Master of the Workshop of the Creators of Flame - is not just a title, nor is it just a status. The attitudes of people who know about it will change, and probably not for the better. Remember that secrecy is the best defense (Some changes in social interactions with people aware of your status. The respect and loyalty of cult members, as long as their trust is not betrayed.
Possible problems with the law and social organizations, if this ever becomes public knowledge).
The Knowledge of Mansus:
"Glory comes to a house without walls"
Mansus knowledge is powerful enough to change reality. They give bonuses for certain rolls related to their principle (Lamp to Paranormal Knowledge, Edge to Combat, etc.). In the case of public actions, Greg will try to refrain from using overtly paranormal influences to preserve his anonymity.
Knowledge of Lantern:
- 2X Watchman's Secret: They say that each Hour has its own color, but it exists only where there is a source of light. ( Knowledge of Lantern 1, Power 2)
- The Unmerciful Mantra. "Mercy," says the Watchman, "does not emerge from the shadows." (Knowledge 3, Power 6)
- Adds an amount of 1d6 equal to the rank of Knowledge to the action in which it is used ( Lantern is the principle of a secret place, sometimes called the house of the sun, and the light above it. Helps in forays into Mansus if no more powerful Knock or Moth knowledge is available, and is also used in crafting with this Principle, searching and researching Secret Knowledge)
Knowledge of Forge:
- A Smith's Secret. In five continents, smiths have whispered the same words to the iron. Murderers have been known to whisper these words, too. And adepts, of course. These words are spoken in ritual to inspire an unmerciful Change. (Knowledge 1, Power 2)
- An Ardent Orison. What do we look for as we gaze into the flames? We find what we seek, and it speaks words that illuminate change when the burnt skin comes off. (Knowledge 2, Power 4)
- A Shaping Chant. The proper words must be employed when the Change comes. [Use this in a Rite with a Knock influence and a Bone Flute - or other resources of equal power - to summon a Caligine.] (Knowledge 3, Power 6)
- Adds an amount of 1d6 equal to the rank of Knowledge to the action in which it is used (Forge is a principle of Forge of Days, Meniscata and Madrugada, transformation, invention, fire, and destruction. It is used when crafting and trying to destroy something, be it a castle or a wall)
Knowledge of Moth:
- A Barber's Warning. A power of the Wood enjoys the separation of the lock from the scalp. For attention, burn it. For opportunity, bury it. [Speak this over a corpse in a Rite, with a Winter influence present, and the corpse will rise.] (Knowledge 1, Power 2)
- A Wood-Whisper. Lie awake, and listen. The wind speaks in the branches. The house cries out in its sleep. These are the roads that chaos ride. [Speak this over a corpse in a Rite, with a Winter influence present, and the corpse will rise.] (Knowledge 2, Power 4)
- An Ecdysiast's Parable. The Ecdysiast's Riddle is 'What may be lost?' Each Ecdysiast's Parable is an attempt to answer the Riddle. (Knowledge 3, Power 6)
- Moldywarp Admonitions. Moldywarp keeps her crowns in the moss and her feet in the dirt and the trees locked jaw-tight. Moldywarp has these warnings for you. (Knowledge 5, Power 8)
- Adds an amount of 1d6 equal to the rank of Knowledge to the action in which it is used (Moth - principle of change, whim, madness, stealth, nature, and the Wood. It is associated with hairdressers and loss of unnecessary things. It is very helpful to hide on the flat by doing a fancy haircut, to rid your neighbor of something unnecessary, like a watch or an appendix (even if it has already been removed), and also to portray very authentically a madman or a person sitting on very heavy drugs)
Knowledge of Winter:
- A Sexton's Secret. Certain knowledge, it is said, can be expressed only through the particular quality of a silence. It has been suggested that one can only read such knowledge with one's eyes closed, but only by mischievous commentators. [Use this in a Rite with a corpse and Edge aspect, and the corpse will rise.] (Knowledge 1, Power 2)
- Adds an amount of 1d6 equal to the rank of Knowledge, to the action in which it is used (Winter is the principle of Sun-in-the-Sun, Elegyast, and Divided Wolf, death, memory, non-life, exhaustion, and beauty. Helps to keep calm when needed, make sounds go silent, or inspire fear).
Knowledge of Knock:
- 2X A Locksmith's Secret. Sooner or later, every locksmith has the Dream. Now we recite its seven phases... [Nearly every summoning rite requires Knock influence. This lore will provide it.] (Knowledge 1, Power 2)
- adds a number of 1d6 equal to the rank of Knowledge to the action in which it is used (Knock is a principle of the Mother of Ants, Horned Axe, Meniscata, and Holes. It is associated with wounds, locksmiths, robbers, and oracles. It is a key aspect for summoning the inhabitants of Mansus. Also, it can be used to unlock... well, Everything).
Knowledge of Edge:
- Chiliarch's Lesson. This is the bone-deep story the thousandman learnt in antiquity, of blood and its exits. To speak it aloud is to hear the sword hiss. [Use this in a Rite with a corpse and Winter power, and the corpse will rise.] (Knowledge 2, Power 4)
- Adds 1d6 equal to the rank of Knowledge to the action in which it is used ( the Edge is a principle of combat and battle. The Hours of the Edge include the Colonel, the Lion's Blacksmith and the Divided Wolf. It is an aspect of violence, betrayal, cunning and pain. No battle, no confrontation, is without the Edge).
Knowledge of Heart:
- Words that Walk. The syllables of this formula are compelling. I find myself snapping my fingers to its rhythm. It desires not to cease.(Knowledge 2, Power 4)
- Adds an amount of 1d6 equal to the rank of Knowledge to the action in which it is used (The Heart is a principle that continues and preserves. The Heart Hour includes Thunderskin, Velvet, Lion's Blacksmith and Sister and Witch. It is an aspect of life, preservation, protection, union, drumming, and dancing that must never cease).
Knowledge of Secret Histories:
- A Furtive Truth A detail smuggled in from an adjacent narrative. Don't speak this where you may be overheard. [Exploring with this scrap of knowledge may uncover secret locations in the Shires.] (Knowledge 2, Power 4)
- allows you to search for places for expeditions. The number of 1d6 equal to the Knowledge rank determines the value of the loot (hidden roll). (Unique knowledge of the occult side of the world, consumed when used)
Rites:
"The proper things, in the proper manner, in the proper order. God help us all."~ Attributed to Hersault
- Rite of the Crucible Soul. This rite uses an instrument of power to set the blood afire: fire is the lesion in the skin of the world. The assistant rarely survives unharmed.
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