Page 205 - Chronicles of Darkness
P. 205

Linchpins                                        Methods


                    The characters all find themselves outside one night   Crafts: Characters examining the tracks the buildings
                 when the buildings begin to move. Everyone in the city feels  move on who succeed at a Wits + Crafts roll notice that these
                 a strong unconscious compulsion to get indoors a few minutes  tracks might remain visible in tunnels underneath the city.
                 before the buildings move, but occasionally someone locks  An Intelligence + Crafts roll helps characters understand
                 herself out of her home, drops her keys, or gets lost driving  how to permanently disable these tracks.
                 back from the store. Each character feels an urgent desire to   Investigation: Every night, the buildings in a different part
                 get home (or to the shop, office, or other building they were  of the city move. However, all of these movements occur in
                 planning to be in around midnight) as rapidly as possible,  a complex but comprehensible pattern. After observing the
                 but for some reason fails to get there in time.   movements for at least three nights, characters can make an
                    While they are outside, each of the characters hears the  Intelligence + Investigation roll at -2 to determine what the
                 strange rumblings as the buildings begin moving. Then, the  next neighborhood to move will be. A second successful roll
                 next day the business that a temp worker was working in or the  reveals which building will vanish. An exceptional success
                 shop where the homeless woman was regularly given free food  on either roll reveals the pattern, allows the character to
                 has vanished, along with the entire building it was in. No one  completely understand the pattern of the buildings moving,
                 else notices, and in fact, online maps and the records of the  and predict which buildings will move and vanish days or
                 temp agency clearly show that the business and the building  weeks in the future.
                 never existed, but the characters remember it. The next night,   Drive: Characters who begin driving as soon as they hear
                 characters who live in the same part of town look out their  the rumble of the buildings starting to move can drive to this
                 windows and see buildings in their neighborhood moving.   area before the buildings cease moving by making a successful
                    If at least three people stand and watch the last building  Wits + Drive roll.
                 move, it does not vanish, it simply moves to its final loca-  Survival: Character walking through underground tun-
                 tion and stops. However, all of these people must be able to  nels can make a Wits + Survival roll to find the area beneath
                 clearly see the building and can be no more than 100 yards  any particular building or series of buildings
                 away from it. Also, while that building does not vanish, the   Persuasion: A Manipulation + Persuasion roll allows char-
                 next night buildings in a different part of the city move, and  acters to convince the inhabitants of a building that will soon
                 another building vanishes. It’s possible to keep buildings from  disappear to evacuate from the building. Characters must
                 vanishing in this fashion, but doing so requires a nightly vigil  convince people to leave before the building begins to move.
                 at the location where the last building moves.   Once a building begins moving, no one can get in or out.
                    There is another way to stop the buildings from moving,   Subterfuge: Characters can use Presence + Subterfuge to
                 which requires the characters to seek answers beneath the  successfully impersonate emergency services personnel and
                 city. Like most other cities, this city has storm sewers, access  convince residents of a building to evacuate.
                 corridors, and other tunnels underneath the streets. Anyone   Demolisher (see p. 47): Characters with a knack for
                 who gains access to these tunnels and has watched the build-  tearing things apart have an easy time disabling the rails the
                 ings move can see that the tracks that the buildings move on  buildings move on.
                 are clearly visible in the ceilings of these tunnels, even when   Omen Sensitivity (see p.58): When they see a building
                 the buildings are not moving.                    that will vanish that night, anyone who gets hints or visions
                    On the surface, these tracks vanish as flanges of asphalt  of the future makes a reflexive Wits + Occult roll to notice
                 rise up to cover them. However, the tracks remain under-  that this building is the one that will disappear.
                 ground, hidden from sight. If someone cuts, welds, or oth-
                 erwise disables and disrupts these tracks sufficiently, they   Escalation
                 can be disabled permanently. Cutting one of these tracks, or
                 welding a metal bar across them, causes lurching and grinding   If the characters manage to sever the rails and dodge the
                 sounds as some buildings move while some of the buildings   attentions of Officer Strait, they’ve saved the city from losing
                 cannot move at all. More extensive damage slows the process   buildings and people — at least for the time being. The God-
                 so that it now requires two nights for buildings to move into   Machine might decide to try to rebuild this Infrastructure,
                 the correct configuration for a building to vanish. Disabling   but it will take time and effort, and if the characters want to
                 these rails at points all across the city causes buildings to cease   be vigilant they can stay in the area and try to stop it.
                 moving and ends the threat of buildings vanishing.   Of course, the God-Machine might decide to take a differ-
                    If the characters attack the rails or otherwise attempt to   ent approach, and shift the characters to whatever alternate
                 stop the process, they receive a visit the next day from Officer   place the buildings went. This could lead to Sister City (p.
                 Strait. Officer Strait is an angel taking the form of a traffic   201) or Missing Persons (p. 210).
                 cop. He cannot leave the streets, but he attempts to stop the
                 characters from severing the rails or otherwise altering the
                 Squares of the City.


      204
               Tales of the God machine
   200   201   202   203   204   205   206   207   208   209   210