Page 231 - Chronicles of Darkness
P. 231

Alternately, the characters could kill Dr. Girard and destroy  could invite dangerous attention. The townhouse’s first-floor
                 his work or convince Dr. Girard of the dangers his light poses  windows have electrified bars and he kept a revolver in his
                 and convince him to destroy it or give it to them.   bedside table. (If the Storyteller wishes the good doctor to have
                    To return to the present, the characters turn on their  more rarefied security — perhaps a converted clockwork servitor
                 light and shine it at the door to the warehouse where they  like the ones found on p. 255 — that’s certainly appropriate.)
                 arrived in the past. If the characters succeed, the light they
                 built vanishes the instant they return to the present, since   Methods
                 the video describing it was never made. All notes they made
                 about it also vanish and the auroras never occurred. The only   Academics: Hopefully the characters have someone well
                 records of any of these events are the characters’ memories,   versed enough in history that they can avoid potentially-
                 along with any items they brought from 1901.     dangerous anachronisms. The Storyteller should occasionally
                                                                  ask for a Wits + Academics roll to avoid some egregious error.
                 Linchpins                                        first create a small, natural-looking leak in the original blue
                                                                     Crafts: A subtle character could use Dexterity + Crafts to
                    The most important linchpin is the blue light invented  light, letting all of the gases out. Preventing Dr. Girard from
                 by Dr. Henri Girard in 1901. Working, as he did, with a cult  recreating it would involve altering his notes (see below).
                 dedicated to understanding and subverting the God-Machine,   Larceny: Getting through the electrified bars requires a
                 he had access to science unknown to the rest of humanity. In  Dexterity + Larceny roll with a -3 penalty. Failure not only
                 early 1901, Dr. Girard was experimenting with the esoteric  leaves the bars intact, but inflicts five points of bashing dam-
                 properties of gas-discharge lamps using many hundreds of  age and alerts any guards.
                 different gas mixtures when he noticed that this particular   Stealth: Assuming the characters can get into Girard’s
                 mixture of gases had unusual properties.         home, moving undetected requires Dexterity + Stealth rolls…
                    In addition to allowing characters to travel back to 1901,  and remember, the group is only as stealthy as the least
                 it also causes objects within a few feet of it to briefly freeze in  stealthy member.
                 time for a second or two after the light is turned on. When   Expression: If the characters can get hold of Dr. Girard’s
                 Dr. Girard first turned on the light, he saw a pencil falling  notebook, they can, potentially, alter it. This assumes a
                 off a shelf next to the light freeze in midair for two seconds.  grounding in Science (someone needs to tell the forger what
                 He then made a note of which gas mixture and electrode  to write, which involves a roll of Intelligence + Science). The
                 design he used and began to research this light further. Dr.  roll for the forgery itself is Dexterity + Expression (extended
                 Girard was the only researcher performing these experiments.  action, each roll equals one minute, eight successes required).
                 Excited by his discovery, he tested this light for eight days  If successful, the character can alter the formula so that it has
                 before turning his research over to his superiors.   no effect, which hopefully puts Girard off the track.
                    In 1901, he worked in a laboratory located on the second   Intimidation: A menacing character could abduct or cor-
                 floor of a building used by scientists and engineers who were  ner Dr. Girard and use Presence + Intimidation to threaten
                 all recruited by a senior agent of the cult named Martin  him into giving the character his notes on the blue light.
                 Delrio. He recruited these individuals to perform various   Language (French) (p. 45): Knowing French is exceed-
                 types of advanced research. The building had a single armed  ingly handy for getting around Paris in 1901. Although many
                 guard at the door. Dr. Girard’s laboratory contained pres-  educated people, including Dr. Girard, speak English, most
                 surized tanks of many gases, as well as more than a dozen  people do not.
                 oddly-designed “neon light” tubes. The original blue light was   Sleight of Hand (see p. 49): Characters who have some
                 stored in the laboratory, but Dr. Girard took his notes home  knowledge of stage magic or similar methods can more easily
                 with him every night. Dr. Girard left for home that night at  steal Dr. Girard’s notebook from his satchel.
                 7:00 P.M. and came to work at 9:00 A.M.
                    The building’s first floor contained offices, while the   Escalation
                 second floor contained four laboratories. One was empty,
                 while the other two contain experiments involving other God-  If the characters obtained Dr. Girard’s original notes or
                 Machine-related phenomena (if you have already completed   the original blue light, they can use or build a light to return
                 other Tales, you might consider having these labs contain   to 1901. Every trip they take to 1901 lets them out on the
                 remnants of things the characters have encountered — is the   same night five minutes later than the last time they visited.
                 cult following their future exploits somehow?). This building   Careless characters could meet themselves, which could cause
                 and the portion of the city it is in are quite wealthy and have   vast amounts of confusion.
                 electric lights both on the streets and inside the building.   Characters could begin altering history by traveling repeat-
                    Dr. Girard lived half a mile from his laboratory in a small,   edly to 1901 and introducing new technologies or assassinat-
                 but elegant, two-story townhouse also fitted with electricity.   ing Hitler or Stalin while they were young men. Although
                 He lived alone except for two servants who left shortly after   minor changes in time go undetected, God-Machine opera-
                 he returned home. He kept his notebook in his study. His   tives notice significant changes in the timeline and attempt
                 employer warned Dr. Girard that working on these projects   to locate and eliminate the characters.

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               Tales of the God machine
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