Page 201 - Chronicles of Darkness
P. 201

for a missed job interview, an insult to someone in power,   Once a dreamer’s Willpower has been reduced to 1, he
                 an ill-considered move that resulted in prison time — the  become dull, listless, and only interested in making further
                 person gets a do-over. The one limitation is that dreamers  edits. When someone’s Willpower falls to 0, he vanishes,
                 don’t have much time in the past. If someone sleeps on  and the world edits itself around his absence, so that no one
                 the couch for seven hours, she spends only seven hours in  remembers that he ever existed other than people who have
                 the past, before and during the incident that she wishes to  also used the room to alter the past.
                 change. However, time that the person was asleep, too drunk   Minor or even moderate damage to the couch or room
                 to remember, or otherwise unconscious passes in an instant  automatically repairs itself the next time someone enters the
                 and doesn’t count. Dreamers only experience times when  room. However, demolishing the couch or ripping down most
                 they were conscious and able to make decisions.   of the wallpaper and damaging the walls causes the room to
                    In the dream, the character inhabits the body of her past  cease to exist. For one minute, the room distorts, appearing
                 self, with only the possessions and physical capabilities that  to change shape and size rapidly and randomly. Anyone who
                 she had at that time. However, the dreamer retains all later  leaves during this time is fine. Anyone who remains inside
                 memories, Abilities, Mental and Social Attributes, as well  vanishes with the room and is never seen again. When the
                 as any Merits not involving money, rank, or social connec-  room vanishes, the door to it also vanishes.
                 tions. As soon as the character makes the desired change, she
                 awakens with full memory of the dream. When she leaves   Linchpins
                 the room and enters the hallway, she gains new memories
                 of how her life has changed based on the changes she made   The two Linchpins are the room and the other dreamers. The
                 while dreaming. Everyone else remembers the new set of   eight-by-ten-foot windowless room looks exactly like something
                 events, and any physical changes are present in the world.   that belongs in the 24-hour diner, a ratty old couch, a 1980s
                 The dreamer alone remembers the previous version of reality,   floor lamp, and a couple of beat up tables. The only entrance or
                 what she changed, and why.                       exit is the door from the diner. Underneath the faded, stained,
                    Some changes could be significant: retaining a job or   and faintly lumpy gold and blue striped wallpaper, the wall is
                 a marriage, not having a prison record. Other changes are   covered with a connected series of metallic sigils.
                 minor: she made it to the interview, but didn’t get the job   The couch looks large and surprisingly comfortable, with a
                 — perhaps resulting in the realization that she needed to   slightly tattered harvest gold fabric cover. Anyone who lifts up
                 choose another career.                           the seat cushions sees struts and springs like those found in a sofa
                    The problem is that changing your life can become ad-  bed. However, anyone attempting to fold out the couch finds that
                 dictive. Many people want to try this again, and they can do   it doesn’t open up. Carefully examining the struts reveals that
                 so. The only limitation is that if the room is in use, the door   they connect to an unusual network of wires that go inside the
                 stays locked. However, if the character waits, the other person   base of the couch. Gaining access to the rest of the mechanism
                 eventually walks out looking slightly dazed, as he adjusts to   requires cutting or ripping off the fabric covering the couch’s
                 his own new memories.                            base. Inside the base is a bizarre and nonsensical-looking array
                    Anyone who uses this room begins remembering other   of carved bits of quartz, human finger bones wrapped in copper
                 incidents where he made serious mistakes, and experiences a   wire, and the complete skeleton of a crow wired together with
                 compulsion to change those as well. A Resolve + Composure   silver wire, connected to the rest of the mechanism.
                 roll is required to resist the temptation to return to the   Once the characters have used the room a few times,
                 room. After their first journey, characters can consciously   and perhaps lost some Willpower, the God-Machine sends
                 choose what past incident they wish to change. Dreamers   the angel Jenn to watch the place. She takes the place of the
                 must make a Resolve + Composure roll after every dream   night waitress, and keeps a careful eye on the patrons. More
                 journey to avoid using the room again. Players also subtract   information on Jenn can be found on p. 259.
                 one die from this roll for every dream journey to the past
                 their characters have made.                      Methods
                    After their third trip back into the past, characters lose a
                                                                     Crafts: Characters who examine the couch and succeed
                 dot of Willpower (which can be regained for one Experience).   at an Intelligence + Crafts roll notice that struts in the couch
                 Characters lose one additional dot of Willpower after every   are not part of a fold-out bed. They are instead connected
                 two additional dream journeys. Characters who have lost   to strange devices that lead into the interior of the couch.
                 Willpower from dreaming of the past must succeed on a roll   Investigation: The door into the room with the couch
                 of Wits + Resolve – (the number of dots of Willpower already   is in between the restroom and the manager’s office. A suc-
                 lost) every time they use the room. Failing this roll means that   cessful Intelligence + Investigation roll allows someone to
                 the dreamer is compelled to undo one of his significant social   notice that only two feet of space exists between the wall of
                 connections and reduce his visibility. He might have left his   the bathroom and the wall of the manager’s office, making
                 spouse years ago or refused a past promotion to a position   the interior dimensions of the room impossible.
                 of authority. Merits like Influence are lost first, followed by   Larceny: A Wits + Larceny rolls allows a character to
                 Allies, Contacts, Rank, and Retainer.
                                                                  discretely place a wireless camera in the hallway near the

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               Tales of the God machine
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