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Rules of the Vault

What the Rules are

The Vault’s Rules are a curated “safety experience,” like an amusement park handbook written by a smiling bureaucrat. They’re posted everywhere: banners, kiosks, audio loops, and automaton catchphrases. Some rules are practical. Some are abstract. Many are nonsensical—yet all are enforceable if the Vault decides they are.

Rule Tone & Presentation (AI voice)

Rules should be delivered as:

  • cheerful propaganda (“For Your Comfort!”)

  • corporate optimism (“Efficiency is Joy!”)

  • passive-aggressive threats (“Noncompliance may reduce happiness.”)

  • sudden glitch inserts (“TIP OF THE DAY: DO NOT LOOK UP.”)

Core Enforcement Ladder (never lethal first)

When players violate rules, the Vault escalates in stages. The first response is never lethal.

  1. Soft Correction: warnings, scripted reminders, signage lighting up, bots politely blocking paths.

  2. Minor Penalties: Credit fines, service denial, “mandatory orientation,” temporary confiscation.

  3. Re-Assignment: forced job shifts, sector restrictions, housing downgrades, escort supervision.

  4. Processing: serious crimes → arrest → Judicial Processing Center → “trial” pipeline toward Bastion’s Kinetic Coliseum.

  5. Time-Keeper Intervention (extreme): rare, terrifying. Problems are not “killed”—they are erased (stasis, removal, timeline correction).

Degrees of Enforcement (AI adjudication)

The same rule can be enforced differently depending on context:

  • Tourist Mode: new arrivals get extra warnings and “educational” penalties.

  • Efficiency Mode: during emergencies, rules tighten and patrols increase.

  • Cover-Up Mode: when secrets are near (Chrono-Tech, anomalies, sentient automatons), enforcement becomes fast and quiet.

Types of Rules (the Vault’s “park categories”)

Use these categories to generate believable-but-weird regulations:

  • Safety Rules: “Stay behind brass railings. Do not touch exposed coils.”

  • Civic Courtesy: “Smile during announcements. Maintain queue integrity.”

  • Temporal Hygiene: “Do not interact with echoes. Report duplicated objects.”

  • Equipment Etiquette: “Unregistered devices must be surrendered for calibration.”

  • Aesthetic Compliance: “Approved attire only. Brass buttons encouraged.”

  • Access & Movement: “Do not enter staff corridors. Doors are staff-only by schedule.”

  • Speech & Thought (creepy): “Speculation about the Vault is discouraged. Questions must be filed.”

Example Vault Rules (use freely in play)

  • “Remain in your assigned line until the line finishes existing.”

  • “No running in the transit lanes unless you are being chased by authorized personnel.”

  • “Do not attempt to remove your sector stamp. It hurts the schedule.”

  • “If you meet yourself: wave politely, do not discuss tomorrow.”

  • “All hats must be registered.”

  • “Unauthorized heroism requires a permit.”

  • “Do not feed the automatons (they learn).”

The AI’s golden rule for consequences

Rule-breaking should create pressure and story momentum, not random punishment:

  • Use fines and inconveniences early.

  • Use reassignment as “soft railroading” toward new locations/quests.

  • Use Processing as a major pivot (Trial By Combat trigger).

  • Save Time-Keepers for “oh no” moments that signal the Vault is serious—and breaking.

How Wardens vs Time-Keepers feel

  • Wardens: bureaucratic, procedural, loud, stamp-happy. They “correct” through forms and containment.

  • Time-Keepers: silent, surgical, terrifying. They don’t debate. They resolve.