Page 202 - Chronicles of Darkness
P. 202

door to the room so that the character can identify who else  strange events involving a strange room, changing their past,
            is using this room.                              and people vanishing.
               Stealth: What do other people dream? Roll Composure   Good Time Management (see p. 44): Once in the past,
            + Stealth to hide in the room until someone else falls asleep.  you only have so much time. Making quick use of the time
            If you stay there with them, and fall asleep as well, do you  you have is essential.
            time travel together?                              True Friend (see p. 56): If you could relieve one mo-
               Empathy: Characters who have used this room at least  ment, would anyone believe you? Changing the past is risky
            once gain a sense of other people who have used this room.  and potentially addictive, and it would be helpful to have
            Any time one dreamer sees another, he makes a reflexive  someone who could share the experience — unless, of course,
            Intelligence + Empathy roll. Success means that the observer  that friend starts using the room, too.
            can tell that this person has also used this room. The observer
            also gains a general, vague sense of what events have changed   Escalation
            in this dreamer’s life. If the observer personally knows the
            dreamer, he gains more information.                Rooms like this begin appearing in several cities and
               Streetwise: Dreamers remember anyone who vanishes   towns. Rumors about these rooms begin circulating on the
            because they used the room one too many times. As soon as   internet, as do reports of people vanishing and no one else
            a dreamer asks a non-dreamer who no longer remembers the   remembering them. Depending on how this progresses, im-
            person ever existed, the dreamer simultaneously remembers   portant bits of history like deaths might be altered, leading
            that the vanished person never existed in the reality they now   to Wake the Dead (p. 214).
            inhabit. A Wits + Streetwise roll permits characters to learn   A Journey Into Time (p. 228) is also a natural progression
            about and locate other people who have been talking about   from this story.


                                    SISTER CITY





               Something is wrong with your old familiar skyline. Is that   The Truth: The God-Machine isn’t doing this on pur-
            a building that wasn’t there before, a cab from a company  pose, so the city’s dual nature isn’t really Infrastructure.
            that doesn’t exist, the smell of exotic food coming from a  Rather, Old Seattle is logistical Infrastructure insofar as the
            library? Is it possible this isn’t even your city anymore? What  God-Machine kept it going after the fire as a kind of “what
            do you do when the God-Machine glitches and you see what  if” experiment, but the two cities were never meant to merge.
            you aren’t meant to see?                         All of the God-Machine’s attempts to keep the cities sepa-
            Infrastructure                                   rate and kill people who cross over, then, are elimination
                                                             Infrastructure.

               In 1889 Seattle burned nearly to the ground. A new city   Interchangeable Parts
            was built over the ashes and tinder left behind. But the God-
            Machine wasn’t quite done with the old city, so it allowed   The player characters should be split, some of them living
            the old city to continue to exist in the same space at the same  in Seattle, and some living in Old Seattle. Up until now their
            time but with neither city aware of the other’s existence.   lives have been separate. Now, they run into each other’s
               It’s an average day in Seattle. Maybe you’re in software  lives as one city crashes into another and sharing one space
            design, or coffee, or organic foods. The drizzle doesn’t get  becomes a problem.
            to you any more than the cold and you’re content knowing   Characters in Seattle are exactly the sorts of people you’d
            you’re in one of the most forward thinking, progressive, and  expect in a modern, liberal tech town.
            intelligent cities in the world when....           Characters in Old Seattle have a wilder lifestyle and
               It’s an average day in Old Seattle. Maybe you’re in ship-  temperament. Given a hundred years to grow under the
            ping, gambling, or dock work. The occasional piracy doesn’t  God-Machine’s careful machinations, the city holds on to its
            get to you any more than the crooked politicians because  wild frontier feeling. Drunks and foreigners still occasionally
            you’re content knowing you’re in one of the most exciting,  get kidnapped out of bars and sold off into slavery. Pirates
            adventurous, and free spirited cities in the world when....  and a pirate-based economy still exist, though the media and
               Something crosses over from Seattle to Old Seattle or vice  politicians pretend they don’t. In general, the tech is lower,
            versa. A ship with modern technology and cannons pulls  except when it comes to ships and sailing, and Old Seattle
            into the Seattle harbor, or some of the old-fashioned dock  is known more for its liberal gambling laws and loopholes
            workers find a cell phone, technology their city has never  than it is for coffee.
            seen before. And the characters are on hand to see the lifting   All of the characters witness some event that crosses
            illusion between the two places.                 between the cities. It would save time if all of the characters
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                                                                                            Sister City
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