SAS - World of Darkness - Chicago Workings
SAS - World of Darkness - Chicago Workings
The artificial
tenement light sweeping across the tracks made even the snow seem artificial, like snow off a dime-store counter.
Only the rails seemed real, and to move a bit with terrible intent.
Nelson Algren, The Man With The Golden Arm
White Wolf
Publishing, Inc.
1554 Litton Drive
Stone Mountain,
GA 30083
OOOOO
SCENES MENTAL
PHYSICAL OOOOO
SOCIAL
OOOOO
XP LEVEL
0-34
To Frankie that quarter-moon sky looked darker and all the iron apparatus of the El taller than ever. The artificial
tenement light sweeping across the tracks made even the snow seem artificial, like snow off a dime-store counter.
Only the rails seemed real, and to move a bit with terrible intent.
Nelson Algren, The Man With The Golden Arm
White Wolf
Publishing, Inc.
1554 Litton Drive
Stone Mountain,
GA 30083
XP LEVEL
0-34
2006 White Wolf, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered trademarks of White Wolf, Inc. All rights reserved.
Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Storytelling System and the Resurrectionists are trademarks of White Wolf, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by White Wolf, Inc. The mention of or reference to any company or product in these pages is not a
challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are ction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised. Check out White Wolf online at http://www.white-wolf.com
chicago wo rking s
The rails do move. They rattle and spark at night, when they think no
one is watching; perhaps they echo the long-gone Black Line train, delivering corpses to funeral homes after midnight, widdershins around the
Loop. They speak, these electried steel dragon tracks across the throat
of the city. What do they say? You have to listen, to hear them in the
right frequency.
Some hear other voices in harmony or counterpoint, the angels who
designed the city, owing through the stylus of Daniel Burnham, architect
by day and devout angelic contactee by night. Burnham thought them
angels at any rate, and certainly voices are heard on high in Chicago, howling down out of the sky on the wind, over the lightning and under the
rain. Burnham heard voices, and he drew up the 1909 Plan of Chicago, its
Classical grid shimmering over the prairie and the swamp, straight lines
vanishing into the distance, straight lines that for some reason impressed
a visiting Rudyard Kipling with a great horror.
The angled streets Burnham was stuck with, the old trails of the Potawotami and Wyandot and Miami Indians who for some reason never
stayed here long. He couldnt move or divert the angled roads the 148
specters of the Fort Dearborn Massacre, marched down to the lakeshore
dunes and killed by those same Indians in 1812, wouldnt let him. Where
the bodies fell, 18th and Prairie, the houses of rich men eventually sprouted,
nestled in Burnhams grid.
Burnham straightened the angles the best he could, tying them to cemeteries or forest preserves or canals. The canals were best. Controlled
water is hardly water at all, and Chicagos iron bridges lock it down further.
Those bridges know the real reason that Chicago ran its River backward
in 1900, at the turn of the century. (The River turns green every St.
Patricks Day, a gift from Dionysus on John Wayne Gacys birthday.) Only
seldom does the tamed water, the Gray Lady, claim her own. La Llorona
still snatches children down by the Cal-Sag Canal. And on July 24, 1915,
she pulled the steamer Eastland under the Chicago River. Between two
of Burnhams best cold iron seals, the Clark and LaSalle Street bridges,
the River reached up and drowned 835 people, bodies in sodden stacks for
blocks along West Washington Street. Moans still echo among the poles
and piers on green Rivers edge at night.
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So Burnhams grid doesnt quite hold. Some of the ghosts will still walk
up Stony Island or down Ogden, and Resurrection Mary herself rides the
oldest road of all, Archer Avenue, on foggy nights. By the end Burnham
had to be buried on an island, surrounded by controlled water, pinned in
his grid in Graceland Cemetery. Hes not the worst off. Railroad magnate
George Pullman lies nearby, American pharaoh entombed in a Pullman
sleeper car, cris-crossed with steel rails and encased in a block of concrete.
Perhaps he feared the ghosts of the 13 men gunned down in the Pullman
Strike of 1894 more than he feared the voices in his own rails.
But in Chicago everything intersects, on the El, on the ground, or
somewhere underneath. They say if you stand at State and Madison long
enough, youll see everyone you know in this world or the next. And if
you stand at the right places in Chicago, youll see the same shades come
back. The Pullman Strikers, hearing voices of their own, seeing their death
coming down the broad streets of the South Side, burned down the White
City, the perfect City of Beauty that Daniel Burnham built for the 1893
Worlds Fair. Burnham laced it with tame canals dug through Hyde Park,
the buildings faultless models of Roman rationality. Burnhams partner
John Wellborn Root had a different vision. Root heard untold harmonies
of his own; he wanted to build the White City on authentic Egyptian
designs but he died suddenly, in 1891. Burnhams voices were louder.
The Fair brought a million tourists to the city, strangers on the trains eager
to see the future walking down Burnhams boulevards, to catch its reection in Burnhams canals. And some of the strangers vanished. The dashing
inventor H.H. Holmes murdered 40 or was it 60? of them, all young
women. He boiled them in acid or eviscerated them in Iron Maidens or choked
them in gas chambers beneath his Murder Castle just a streetcar ride away
from the Fair, down the rails on 63rd Street in bucolic Englewood. Today
the site of Holmes Murder Castle is a slouching post ofce, and Englewood
is a blasted heath, and only dogs hear the voice of what still lurks there. He
had a devil in him, Holmes said at his trial. He was hung high from a special
gallows, and they buried him in a block of concrete just like they would George
Pullman, and the Murder Castle burst into spontaneous ames in August of
1894, a month after the White City burned down.
Fire and murder are no strangers in Chicago. They ramble around town
like old friends. They drop by Richard Specks hunting ground on East
100th, remember the reproof LaSalle Hotel and the childish screams
from Our Lady of Angels in 1958. They drink to Mrs. OLearys barn
and to Dillingers alley behind the Biograph, and to Leopold and Loebs
razed Hyde Park mansions, and to the perfect blend of re and murder
2
Overview
When a new neighbor moves into the characters' neighborhood, they become
the final hinge in a fifty-year-old secret struggle between the ghosts of two
Chicago geomancers. The fate of their occult conflict is in the characters'
hands.
Simon Ellsworth and John Burgess used to be friends. They met as
apprentices in the halls of a prestigious architectural firm in Chicago
and got to know each other while commiserating over grunt work.
They were seated next to each other, hunched over drafting tables
in a wide office planted with rows of apprentices, each hoping to be
hand-picked by a higher-up in a fine black suit. All the apprentices sat
facing a row of wide windows, looking out on the top floors of Chicago
skyscrapers against the bold blue band of the lake. With that skyline to
inspire them, the apprentices hand-copied the designs of their bosses
during the week, and pitched their own designs on Fridays. Ellsworth
and Burgess were passed over every time.
Ellsworth wanted to follow in the footsteps of the old guard of the
Chicago School, Burgess wanted to be on the cutting edge of modern
design. They never agreed on anything work-related, but they felt
like a good pairing, each strong where the other was weak. Together
they believed they could create a revolutionary new design and pull
themselves out of the apprentice farm. They spent weekends plumbing
through trade magazines and history books at the palatial Chicago Public Library on Washington Street and stayed late in the firms archives,
looking for a hypothetical project to design and pitch.
One night, in the dark stacks of the firms private archives, they
stumbled on a collection of handwritten papers tied shut in a flaking
leather folio and tucked behind accordian folders of old apprentices
sketches. A paper label glued to the front read, Chicago Workings.
The papers were studies of Chicago architecture and, seemingly,
notes taken during some kind of meeting or lecture. They contained
diagrams of townhouses and skyscrapers built before 1900, overlaid
with geometric schematics; maps of the city studded with little sunand moon-shapes, connected in a complex grid of dotted lines; lists
of addresses and quasi-mathematical formulae that took into account
variables like x = purchased under a new moon and n = inhabited
by a man with n children. They were mystified and captivated.
Each of them snuck a half of the folio out of the firm and studied
it in depth for months. Though it contained only fragmentary notes
RELATED TITLES
World of
Darkness:
Antagonists
overview
chicago wo rking s
Chicago Workings
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chicago wo rking s
overview
Backstory
backsto ry
chicago wo rking s
chicago wo rking s
backsto ry
In 1995, two days after a West Side school he'd designed burned in
the night, Ellsworth was diagnosed with leukemia. The next week he
bought a historic mixed-use building in Lincoln Park which had
been Burgess's territory for years and returned to his oncologist.
The prognosis was good: Ellsworth's cancer was asymptomatic and
not currently life-threatening. But Ellsworth knew Burgess had dealt
him a blow he could never truly recover from, even if Ellsworth wasn't
sure how he'd done it.
In the winter of 1996, Ellsworth got his revenge, but it was more than
he'd planned for. Ellsworth quietly arranged for the heat to go out in
several of Burgess's North Side townhouses and apartment buildings.
Radiant water-heaters rattled and went cold, pilot lights were packed
shut with spackle or cement. Snow fell. Ellsworth had intended a
night-long nuisance, a frigid warning, but four snowy days later, Burgess
died of complications from pneumonia (just as John Wellborn Root
had died in 1891).
Ellsworth never forgave himself. He stopped renovating properties to
maintain his matrix. The points on his geometric grid fell into disrepair.
His mystic influence faded. He spent long nights sitting on fire escapes
and stoops listening to the city's angels, but he no longer rattled the
rails. When his cancer tried to kill him in 1999, he didn't consider that
it might have been Burgess spurring it on. He had been at Burgess's
funeral, after all, seen him buried like a man, not a foundation stone.
He mistook the sound of Burgess in the rails for guilty echoes.
Ellsworth moved to Rochester, Minnesota, to work on charity
projects through Holabird & Root's regional office and to undergo
treatment for his leukemia. He tried to forget about Chicago's angels.
Tried to get over his guilt.
But he never stopped watching. What he saw in the papers was developer after developer gentrifying block after block of historic buildings,
not out of local pride or a love for the neighborhood character, but out
of greed. Neighborhoods that should have been renewed and revitalized
were instead undergoing a complete change of blood, forcing out longtime residents in favor of newer, wealthier ones. It broke his heart.
Then it revealed itself to him. Burgess was not dead. He had planned
well beyond Ellsworth's expectations and had his corpse laid into the
city somewhere as the Chicago Workings Folio described. Burgess's greed was spreading through the city like asbestos on the wind.
In 2006, Ellsworth returned to do what he could: die in Chicago and
hope to shape the city from within the remains of his old mystic grid.
city's urban renewal phase of the era, Burgess snatched up sub-contracts for work on municipally funded housing projects and bloodless
commercial properties. Through these contacts he eventually entered
the real-estate market on his own and took up a new full-time job:
renovation. From the mid-1970s until his death in 1996, Burgess made
his fortune buying derelict properties and renovating them in shiny,
bland modern styles.
Each renovation was a small point in a complex mystical matrix
across the city. Each property was another dot to connect on his mystic
geometric graph, another etch in the stone of the city, another piece
on the game board against Ellsworth. When he died, he had resonant
properties all over the city.
Simon Ellsworth, by comparison, was hung up on the architects of
Chicago's past, from John Wellborn Root and Daniel Burnham to Louis
Sullivan and Dankmar Adler. Ellsworth's style, from his first days at
Holabird & Root to his last days as a working designer in Chicago,
was eclecticism. He wanted to revive the ornate art nouveau styles of
Sullivan and return to the soaring verticality of the first turn-of-thecentury skyscrapers. Unfortunately, Ellsworth became a professional
architect in the 1950s, when glass and steel were in vogue in Chicago,
and his work was never singled out by the powers that were at the city's
great firms. His career at Holabird & Root wasn't going anywhere.
Ellsworth left Holabird & Root the same year as Burgess and opened
his own design firm on the South Side. For many years, Ellsworth
handled low-budget, low-profile projects almost exclusively. He used to
joke that he'd built additions and designed parking lots for every grade
school on the South Side. He gave every project its own ornamental
details, from Oriental arches and art nouveau fixtures to Gothic windows and decorative gargoyles. Just as his flourishes were beginning
to get special attention in the local scene, Ellsworth was struck by a
drunk driver just outside a property that happened to have been
renovated by Burgess. Ellsworth's legs were shattered and he spent a
year learning to walk again.
Unwilling to accept the "accident" as anything other than a mystic
attack by Burgess, Ellsworth set out to create his own mystical matrix of
properties to counteract Burgess's. Now there were two sets of pieces in
play on the arcane grid of the city. As they renovated and razed buildings throughout the city, bought and sold properties from the North
Side to the South, they were altering the spiritual resonance of the
neighborhoods they inhabited and changing each other's fortunes.
6
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TIMELINE
You don't need to know exactly how the mystical power struggle of
Ellsworth and Burgess worked. They didn't. All you need to know is
enough for the players to understand the goal of the story and to
provide the sense of a complex mystical scheme in the background. To
that end, here's a little bit of information about sacred geometry and
the Chicago Working Folio, so you can feel ready to run this story.
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chicago wo rking s
two equilateral triangles whose sides equal a. The points have begat
circles which have begat the vesica piscis which has begat triangles.
From those two points a world is being created. By adding other points
equidistant from points 1 and 2, more and more fertile areas can be
created. This repetition can be completed into infinity.
The vesica piscis represents creation and fertility. It's an image of
cellular replication. In some traditions, it and its component circles
symbolize female genitalia or ovum. Displayed horizontally the almond shape may symbolize a fish (the fanning curves of the circles
bending away from one tip are sometimes depicted as a tail). To the
Pythagoreans the ratio of the vesica pisci's height to width (265:153) is
a holy value. In the Gospel of John, Jesus Christ was reported to have
created 153 fishes (the miracle may have had a different meaning for
Pythagoreans of the time).
chicago wo rking s
Look back at the triangles in the vesica pisci. Before those lines were
drawn, those triangles did not necessarily exist. They are whole new
things within the circles, sharing points with the circles but not actually parts of the circles at all. New, artificial spaces have been created
within the natural spaces, using the grace of the radius that existed in
a new way. This is the symbolic root of the mystic concepts sketched
out, but never completed, in the Chicago Working Folio.
By identifying and linking points in the natural spiritual landscape
on the invisible but tangible expanding circles of the cosmos an
architect can capture the sacred space between those points in spans of
spiritual power. Those triangles can be extrapolated out into infinity as
well, as new points are discovered are linked into the web of triangles
to create new triangles.
In the first few pages of the Folio, this idea is use to describe how a
person impresses spans onto a personal space through repetition. That
is, repeated spiritual input and emotional resonance can define an area.
A space that is subject to repetitive emotional resonance (the three
sides of the triangle) will create an area (the area of the triangle) defined
by that same emotional resonance. (This emotional imprinting on an
area is the same kind of spiritual resonance explained in Werewolf and
Mage.) The revolutionary ideas of the Chicago Working theorems lay
in the way it redefines scale of resonance and the ways that resonance
can be manipulated and redistributed.
What if each point on the expanding web of triangles was a building? Then the areas of spiritual resonance being defined could cover
whole blocks of a city.
What if the lines radiating from each point to create the areas of
influence could be spiritually linked to transmit at a shared spiritual
frequency? Then whoever did the transmitting could define the type
of spiritual resonance in each area.
So What's It Mean?
Simply put, each property prepared according to the principles of
the Folio becomes another point in the architect's mystic network.
The spokes between points carry spiritual resonance throughout the
network. The more points the architect has giving off the same resonance, the stronger the signal and the greater the control he has over
that resonance.
Resonance the frequency at which the buildings hum and the rails
rattle can impact a variety of spiritual and arcane qualities within any
area of the network. Emotions sway, luck changes, spirits are attracted
the background, which shows the traffic backing up on the Dan Ryan,
where that car that drove by is headed. Snippets of sound come from
all over, out of windows open a crack, through car doors, from inside
the apartment upstairs, from inside the restaurant you walk past and
from the wind as it gets scraped off the sky by Ceres atop the Board
of Trade building.
Finding the truth of Ellsworth's death in this story should be like
finding one cable in the workings of a giant engine and following it,
hand over hand, to the outlet in the wall.
Mood
chicago wo rking s
Theme
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Jordi Torres (order #98907)
uptown?" On that ride through town, the characters see the pulsing
lights of squad cars and stumble on the story's next crime scene.
The players may see right through your subtlety when the Ally asks for
a ride, but that's fine. You don't want to be so subtle that no one catches
on. Remember, you want to communicate ideas to the players. You want
to be understood. It's not enough to hope they'll ask the right questions or
stumble onto the next scene. A Storytelling game should never devolve
into the frustrating boredom of a pixel hunt in a video game, because the
supreme hint guide is right there with them. It's you. Getting stuck is no
fun, and fun is what everybody showed up for. A great story that grinds
that to a halt isn't so great. It's certainly not better than a great story with
a few hiccups and bumps along the way. So, when you have to, sacrifice
subtlety to get the players playing again. Sometimes it's all right to say,
point blank, "The convenience store clerk doesn't know anything else."
And, of course, some of these antagonists can challenge the characters directly. In this way, each character is another potential scene you
can create to enrich or excite the story. Simply putting the characters
alone in a splintering tenement with some of Burgess's zombie-like
Minions creates a scene of suspense or action, for example, while
putting the characters into Ellsworth's study with him one more time
before his death could create a quiet, charmingly comic scene to throw
his death into stark relief.
chicago wo rking s
Storyteller Characters
and Antagonists
chicago wo rking s
"busy with work," then winks and says, "but when I'm finished I'll settle
down."
Description: He listens to you with one knotted finger in the air, at
the ready. When you finish, he points it at you as if to say, "Exactly."
Today Simon Ellsworth is a withered man in a bow tie. He's all but
bald and dotted with liver spots from his fingers to his face. His hands
shake. He turns his whole body instead of his head. Most often he
wears argyle V-neck sweaters or smoky cardigans and shiny loafers.
His wardrobe and his vocabulary make him seem as though he never
escaped the gravity of the 1950s. Yet he's no stranger to cell phones
or computers he uses email and the internet to keep up with realestate and development news.
Storytelling Hints: It's vital that the players and their characters
like Ellsworth. To make that happen, play to your audience. Ellsworth
can be an earthy veteran with a surprising awareness of popular culture
and a talent for cutting through bullshit, or he can be a talkative old
coot with stories to tell from fifty years of Chicago history, or he can
be the kindly but helpless relic just waiting out his years. Whatever
his demeanor, he is certainly a generous person with an apartment full
of junk to pass on to interested neighbors.
Ellsworth: "Oh, now that was a lovely one. I remember the day they tore
it down, after it had burned. We drank a lot of whiskey that night."
Mental Attributes: Intelligence 4, Wits 2, Resolve 4
Physical Attributes: Strength 1, Dexterity 2, Stamina 1
Social Attributes: Presence 2, Manipulation 2, Composure 3
Mental Skills: Academics (Geometry, Mathematics) 3, Computer (CAD) 2,
Crafts (Architecture, Pottery) 4, Investigation (Research) 3, Medicine
(Cancer) 1, Occult 2 (Sacred Geometry), Politics (Zoning Boards) 3,
Science 2
Physical Skills: Athletics (Tennis) 1, Drive 1, Larceny 1, Stealth 2
Social Skills: Empathy 3, Expression (Drawing) 4, Persuasion (Seminar) 4,
Socialize (Fund-Raising) 2, Streetwise 1, Subterfuge (Lie) 1
Merits: Contacts (Chicago City Hall, contractors, architecture, charities), Architectural Attunement: Chicago (see Aftermath), Resources 3,
Retainer: Nurse (Richard) 2
Willpower: 7
Morality: 6
Virtue: Charity. Ellsworth has long had a reputation as a generous,
charitable humanitarian. On the rare occasions now when hes out
for his will. That's where things get tricky for Ellsworth. He can't create
a legal will and testament listing the properties where his ashes can be
buried, because Burgess could use such a list to break Ellsworth's grid.
He'd hoped that Richard would bury him, but can't trust him not to
just dump his ashes and piss away the inheritance.
So Ellsworth sets out trying to build bridges with people as soon as
he arrives in the city. He can pay someone to accept his ashes on their
property, but he doesn't want his installation to be about money. So
Ellsworth doesn't have a foolproof plan yet, and Burgess's attack against
him in the scene, "The Fire," comes before Ellsworth can commit to
choosing his executors. Everything that happens after his death is just
the movement of people's lives on the ripples of his half-finished plan.
Whether or not Ellsworth gets what he wants is up to the characters.
Ellsworth's Properties
Strictly speaking, Ellsworth's mystically prepared properties can be
anywhere you like. The scene "Burying Ellsworth" offers a few archetypal locations. In general, though, most of Ellsworth's geomantic grid
runs from Englewood, on the South Side, up through Wicker Park
and the Ukrainian Village on the West Side, where Burgess's and
Ellsworth's networks collide.
Remember, it's not enough for Ellsworth to own or reside in a property. (In fact, he no longer owns most of the properties on his mystic
grid, since he felt part of the artistic purpose of architecture was to pass
it on to others.) Only those properties Ellsworth was able to mystically
prepare according to the principles of sacred geometry are actual points
in his mystic grid.
chicago wo rking s
Some days his beard is just as long. He has the blocky build of a guy
who used to be in shape but has been softening for a year or so. His skin
is a vaguely drunk-looking red and his eyes are dark spots in shadowy
circles. He's always bored.
Storytelling Hints: Richard is a listless punk who can barely muster
enough interest in the world to hate a movie. Until his big scene he shouldn't
seem like more than a bland twenty-something slacker meant to show just
how polite and understanding Ellsworth is. Until his big scene, that's his real
purpose: to help the players like Ellsworth. Everyone should be able to agree
that Richard's a schmuck and Ellsworth is being too generous with him.
Richard fails a contested Social action: "Whatever, dude," he says,
as if he was blowing you off. But there he goes, just like you asked.
Richard succeeds at a contested Social action: "Yeah, I'll get on that,"
he says. But he just sits there, picking his teeth.
Abilities:
Chores (dice pool 4) You can hear Richard clattering around in the
kitchen, filling the dishwasher like a pouting child. Richard spends most of
his day doing regular chores for Ellsworth, from laundry and cooking
to mail runs and grocery shopping. All these domestic activities are
second nature to him, now. He doesn't think much about his chores
(he thinks more about what to do with his salary), but neither to they
take much thought. Use this dice pool to cover ordinary day-to-day
activities governed by Skills like Crafts, Computer and Driving.
Medicine (dice pool 4) He looses an exact count of pills with a single
practiced shake, thumbs the bottle shut in one hand and carries them pinned under
two fingers while palming a glass of water. When Ellsworth's taken them, Richard
tosses the bottles back into the cabinet like shoes into a gym locker. Richard is
a registered nurse, but not a great one. He gets by in positions like this
one because he's good at reliably doing repetitive work, so doling out the
same meds and running the same tests all day is doable for him. Medical
procedures that he doesn't do on a regular basis are quickly forgotten.
Subterfuge (dice pool 6) "I was at the Thirsty Whale, the night it closed
down, when this drunk dude was harassing all these chicks. And I was like, 'Shut
it, dude. My dad's a judge and I'll give him your name off your ID at the bar and
he'll have you getting pulled over every night for a year.' And we was all, like,
silent and shit. That shut him up." Though chores take up most of his day,
Richard lies all day long. He makes up stories about his past, claims to be doing errands when he's in fact going to the movies and insists that he doesn't
know "where that money on the hutch went, Mr. Ell." When it comes to
feigning ignorance and pretending to be sorry, Richard's a natural.
and seeing people, he picks up the check, he loans out nice pens and
says keep it, he walks panhandlers into burger joints and buys them
food. He was a frequent and popular speaker at charity dinners. He
donates roughly the same worth as his monthly expenses.
Vice: Pride. Ellsworth was brought up to believe that a job he couldnt
be proud of just wasnt finished yet. His pride drove him to deliver remarkable work for unremarkable projects. It also drove him to downplay
and hide his illness until too late.
Initiative: 5
Defense: 2
Speed: 8
Size: 5
Health: 6
Burgesss House
Quote: In the momentary light of the swinging bulb you see that the
shadows cast off the ridges of swollen paint on the wall form the words, Get
Out. When the bulb swings back a second later, the shadows are gone.
Background: Burgess built his house in Old Town in 1959, knowing full well what role it would play after his death. He tore down a
historic townhouse, erected on the spot in 1881, and used materials
salvaged from it and other demolished houses from throughout the city
to build his new home. These salvaged materials gave Burgesss home
an arcane connection to sites throughout the city and saved him
money. Burgess lived in the house from 1959 to 1964, but didnt sell it
when he moved out. Rather, Burgess kept the house in his estate until
his death in 1996, when it was sold to the unknowing developer who
became the first of Burgesss Agents. Through him, Burgess gradually
destroyed most city records of the building dating from before 1990, in
an attempt to hide the houses importance from Ellsworth. On paper,
it would appear like just another point on Burgess's grid.
When Burgess died, he was secretly buried beneath the house in an ornate
triangular prism made of stone and carved with art deco designs depicting
Ceres, Vulcan and a stylized skyline view of Chicago across each face. This
concrete coffin is laid on its side in the houses cellar behind a stone slab
depicting the Fortuna Redux aspect of the Roman goddess of luck.
Burgess's spirit resides in the house now. He's not exactly a ghost and
not exactly a spirit, in the sense that mages or werewolves would understand them. He has no ephemeral body and no presence in Twilight.
He is little more than a willful resonance echoing throughout his mystic
geometric matrix from the spiritual transmitter that is this house.
Description: If it were shorter, it'd be a German bunker. If it were taller,
it'd be a smokestack with windows.
The house was a cutting-edge design in 1959, a strict stone riff on
glass-focused designs of the day. Four stories, from cellar to master suite,
it looks more like a modest Deco office with its glass bricks and steel
bars. Over the years its interior has been cosmetically redesigned. Today
it has a bland, eggshell-white interior with shiny black countertops
and matte black fixtures. Most of its ground-floor portals are barred
with black iron rods. Its narrow yards are concrete slabs stained with
14
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Burgesss Minions
Quote: In the hush you can hear it sucking for air like a child in a plastic
bag.
Background: Burgess's corpse was planted in the ground like a seed.
His will grew up through his house like a tree. These are fruit it bears.
The Minions are utterly lifeless supernatural creatures grown in the
walls of Burgess's properties through a mystic rite contained in his
pages of the Chicago Working Folio. They derive their power from
the fertility of the vesica piscis.
Description: If it has a face, it's underneath the paint and the plaster,
behind the long crack that would be between its eyes, but all that's there is
stretch of gauze studded with steel nails.
Burgess's Minions are faceless, man-shaped creatures with primerwhite skin the texture of wet plaster. They smell like sawdust and the
electric stink of a power drill. They're lean like marathon runners.
Their bodies and heads have hints of features, as if a real person was
trapped inside them, but they are nothing but wood fibers and plaster
dust. This one has a screaming mouth sealed shut with a curve of dry
plaster, that one blows little puffs of asbestos out of its nostrils.
Storytelling Hints: Though they are, functionally, zombies, avoid
the temptation to have the Minions groan or lurch like animated
corpses. These are creatures the characters will (presumably) never
see again, so make them distinctive. When they move they run both
hands flat along walls and floors. They tip their rough heads up as if
they were smelling the air. They tap their four fingers on the walls as
15
Initiative: 6
Defense: 0
Speed: 0
Size: Three floors, plus basement.
Corpus: N/A. The house has all the durability and solidity of its excellent construction. Damaging its plaster and breaking its windows isn't
enough to affect its wellbeing. Burgess's spirit can only be overcome
by neutralizing Burgess's casket and destroying the house, as described
above and in Act Three.
Numina: Animal Control (6 dice), Clairvoyance (6 dice), Compulsion
(6 dice), Ghost Sign (6 dice), Magnetic Disruption, Telekinesis (6
dice). These Numina can only affect subjects in contact with the house,
whether it's a crow on the gargoyles or an intruder in the basement.
water rings from metal flowerpots. A metal door with prison cell-style
windows leads into the house at the front and back. No doors access
the cellar from outside.
Inside the house has a severe 1980s design style, almost like a
black-and-white version of Miami Vice. What furniture there is looks
square-ish and uncomfortable. Art consists mostly of serrated abstract
metal ornaments and decorative glass shapes hanging from the walls.
Carpets, blankets, pillows, shelves, tiles and doors are white. Upholstery
is black. Nothing is wood-colored.
Storytelling Hints: The inside of Burgess's house is cold and bizarre,
like a sterile futuristic environment. The Agents who live in the house
do nothing but eat simple meals and sleep here, so the house has no
books, television or other human details. The severe art on the walls
is intended to intimidate visitors and gash intruders through Burgess's
telekinesis. To convey the eeriness inside, remind the characters how
cold it is, because the heat's off. It's uncomfortably silent, at every hour
of the day. The sound of the refrigerator making ice seems as loud as
dropped pool balls in here. The sound of feet on the tile is like a museum. The air stings with the alcoholic bite of heavy-duty cleaner.
Destroying the House: As described in the primer to Act Three,
Burgess's ghost can't be permanently damaged through simple physical harm to the house. As long as Burgess's concrete casket is in the
cellar, he can continue to exert his will on his anchor property. To
do away with Burgess for good, the mystic symbols on the faces of his
casket must be defaced (Durability 2, Size 6, Structure 8; Structure
must be reduced to at least 2 to fully deface it), breaking its spell. This
removes Burgess's ghost from the grid and, thereby, his control over
his Agents and his Minions. (See "Aftermath" for the consequences
of his removal.)
Attributes: Power 5, Finesse 1, Resistance 5
Willpower: 10
Essence: maximum 10 (Burgess collects Essence from the resonance
of the properties on his mystic grid, so long as their present conditions
remain within the parameters he planned for in their architecture.
He regains 1 spent point of Essence per day. Significantly altering his
properties might slow this rate.)
Morality: 2
Virtue: Prudence. (See Burgess's Agents)
Vice: Pride. (See Burgess's Agents)
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if feeling for studs. They stop in place for a moment then resume
their hunt.
The primary purpose of these creatures is to frighten the characters.
Their secondary purpose is to threaten them. The Minions aren't
comically idiotic, merely unimaginative. What they lack in creativity
they make up for in thoroughness, scouring any area for signs of prey
before giving up. In a chase, they sprint without fear. Burgess doesn't
hesitate to command them to destroy themselves if his Minions could
be followed or otherwise convincingly revealed.
Attributes: Power 4, Finesse 3, Resilience 4
Health: 5
Initiative: 3
Physical Integrity: 10
Size: 5
Speed: 9
Defense: 0
Attack
Damage
Dice Pool
Brawl
2B
5
Crushing Grip
4B
7
Aspects:
Crumble When destroyed, when in danger of being revealed or
when ordered to do so by Burgess, these creatures crumble apart into
ruined plaster, splinters, particle board fibers and nails. Their corpses
leave no evidence of their supernatural origins and no shapes, features
or remains to suggest they were once mobile, malevolent beings.
Indestructible Burgesss minions are inhumanly resilient. Though
they have no natural healing, they do not suffer wound penalties. Once
a minions Health is depleted, subsequent damage is lost from Physical
Integrity. The only way to destroy these creatures is to reduce their
Physical Integrity to 0. A minions dice pool for any action cannot
exceed its current Physical Integrity.
Limited Intelligence Minions are capable of extremely basic problem solving on their own. They may turn doorknobs, navigate fire escapes
and use basic tools. If tools and other improvised weapons capable of
dealing better than Damage 2(B) are within reach, they use them.
Power Climb (dice pool 6) Through a combination of mystic
synergy and brute Strength, Burgesss creations can climb man-made
structures with frightening ease. They gain a +3 bonus on all attempts
to scale scaffolds, walls, fences and other structures.
DIY
chicago wo rking s
Burgesss House was created using the rules for ghosts in the
World of Darkness Rulebook (though, strictly speaking,
no ghost resides there). You can easily swap out the Houses
Numina, or add new ones, to tailor its abilities to your players
characters abilities. Books like Werewolf: The Forsaken,
Predators and Mage: The Awakening contain other
Numina suitable for the House, too.
Burgesss Minions were created using the zombie-building
rules from World of Darkness: Antagonists and a few
new Aspects created especially for this story. If youd like to
modify these monsters, its easy to do using that book. These
creatures were made with 27 creation points; add or subtract
more dots and Aspects until you get the monsters you want.
Burgesss Agents
Quote: This flat has all the amenities youd expect, and the region is rapidly
coming into its own. Youre just steps from Whole Foods and Starbucks. Its
a very emotional property, sure to be snatched up soon.
Background: Burgesss handful of Agents are his greatest work:
people so utterly transformed by their environment that the people
they used to be no longer exist. They have moved into Burgesss spaces
and Burgess has moved into them.
Their bodies are facades. Inside, each is inhabited by an echo of
Burgess. This driving force is not exactly Burgesss ghost, and his
means of controlling them isnt exactly possession. Though each is
like a facsimile of Burgess, none contain his true spirit. Killing one of
Burgesss Agents does not physical or mystical harm to Burgess he
simply loses a piece of valuable property.
Each Agent began as an ordinary young man in residence in one of
Burgesss townhouses. For months, sometimes years, Burgess whispered
to them, almost imperceptibly, through the mystic architecture of his
buildings arcane transceivers designed and built just for this purpose.
Over time, each potential Agents individual personality was muted to
the point that he became one of Burgesss hypnotized Tenants. Finally,
each Agent was completely stripped of his own identity and remade,
inside, in Burgesss image. For most Agents, this process took mere
months of living and sleeping inside Burgesss work. For those with
17
introduction
to ellsworth
tales
of angels
[m ] [p ] [s ]
[m ] [p ] [s ]
[m ] [p ] [s ]
richard
the traitor
inside a burgess
property
tuning into
chicago
[m ] [p ] [s ]
[m ] [p ] [s ]
burying
ellsworth
tales
of angels
[m ] [p ] [s ]
[m ] [p ] [s ]
ac t
t hre e
act t w o
[m ] [p ] [s ]
uninstalling
burgess
the
fire
a ct o n e
chicago wo rking s
chicago workings"
basic plot
[m ] [p ] [s ]
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ACT ONE
FOUNDATION
Do that another two times ("He showed up on your doorstep once,
asking for help hanging a painting") and then cut straight to the
night of "The Fire." "All those moments flashed through your head
when you heard the screech of a smoke-detector and ran to
the window to see smoke pouring out of Mr. Ellsworth's
windows," you say. Now you're in the real time of
the story and all those set-up scenes have played
out as an interactive prologue. "What do
you do?" you ask, and the story's off on an
exciting start.
This technique, when it works, is
great for keeping players on topic.
Some players want to run off on
their own side missions right
from the start, but if it feels like
you're just covering some quick
background material for really get
started you can keep them from
wandering away from the story
until your fiery opening. Create
momentum right from the start
and they have to hang on to your
words just to keep from falling off
the ride.
This also has the benefit of making
it easier for you to get the characters
(and the players) to like Ellsworth, because
you're implying that they already do. Set it up
early that he's likeable and they'll fill in a lot of
likeable details from their own imaginations. Some
players will also get instantly suspicious of a new, likeable
Storyteller character, assuming that he'll peel off his face or drink
their blood the moment they let their guard down. With this pacing
trick, they'll hardly have a chance to be suspicious before Ellsworth
gets killed and the story is unfolding in their hands.
Pacing
chicago wo rking s
The first act of the story is for setting up the characters and ideas
you'll need the players to understand and be familiar with later on. In
this case, setting up the story takes however long your players need
to sympathize with Simon Ellsworth and get the basic gist of
his back-story. This goal is harder to attain with some
troupes than with others. Your players may never
really come to like Ellsworth, so don't force it.
What's more vital is that they understand
that he believed in the supernatural and
in sacred geometry.
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You also need to establish a few particulars about Ellsworth's apartment (or condo, or townhouse or whatever is appropriate for your
chronicle): It has windows visible from the character(s) residence or
office, it is on the second floor (or higher), it has hardwood floors and
the front door is the only way into the apartment.
If the characters don't introduce themselves, Ellsworth has Richard
walk him over to the characters and introduces himself.
Character Goals: The characters have no obvious goals at this point,
except maybe to get a read on their new neighbor. This is risky for you.
End this scene before they get bored.
SCENE
Introducing Ellsworth
Physical
Social
The characters meet their new neighbor, an eccentric but generous old
architect.
Overview: An old man moves in near the characters and gets to
know them. They also meet his nurse, Richard. In this scene, you're just
laying the groundwork, establishing how the characters know Ellsworth
and Richard. Remember, no matter how suspicious the players may get,
you don't want to give their characters reason to be. At the end of this
scene, you want the characters to be telling Ellsworth a little bit about
themselves this gets the players engaged in the scene and helps to
establish Ellsworth as somebody they can talk to.
If you can, play this scene as part of another story, a chapter or two
before you plan on beginning this story in full. That way Ellsworth
feels a little more established in the chronicle before he comes to the
foreground. This scene can then serve valuable double duty as a mundane counterpoint to something bizarre happening in another story a
valuable reminder that while the characters are investigating magic
artifacts the rest of the city is going about its daily business.
Description: From the furniture coming off the truck, it looks like your new
neighbor has just moved in from another era. His wood-armed couch looks like an
antique, but not next to the globe they're unloading now, which looks even older.
The owner, a shrunken little man in tiny spectacles and a bow tie, watches the
movers go by from a beat-up wooden bench of his sitting near the curb. From the
bare wood on its sides it looks like it came out of an old building somewhere.
Storyteller Goals and Tips: Get the players to like Ellsworth. Use
Richard for contrast, showing how kindly and forgiving Ellsworth is
when Richard is being a lay-about.
You need to decide before you run this scene what Ellsworth's
connection to the characters is going to be. Is he simply a neighbor?
(With his charitable nature, but his great real estate connections,
it's not unrealistic that he could end up in a nice or lousy apartment
suitable for a few dots above or below his actual Resources rating.) Is
he someone's new landlord? Is he moving in near a character's office?
Ellsworth could very well be moving into a loft space in a neighborhood
otherwise filled with offices for rent, provided the building offers him
some historical or architectural interest.
Actions
Avoid using dice pools to resolve the action in this scene, if only to
dodge the potential time sink of a million perception tests. Some players find it easiest to engage a scene through the dice at first, though,
so you can use one of these actions to deliver for them.
Mental Action: Appraise the Damage
Dice Pool: Wits or Intelligence + Crafts or Academics + equipment
Action: Instant
While carrying a bulbous, green glassy lamp from the truck into the apartment, Richard slips and drops it, cracking its hood. Richard slumps and sighs,
but it's closer to a pout than anything else. "Don't worry about it, Richard,"
says Ellsworth. "You didn't cut yourself did you?" (Richard's fine.) With a
quick glance at the lamp a character can attempt to gauge its worth.
Failure: It looks like an antique, like it came off a wall somewhere. No
telling how much it's worth, but the old man's clearly being nice. He's sorry
to see it damaged.
Success: It's an antique brass wall fixture, like from one of the old
buildings downtown. You can't just buy those, it must be a keepsake from
somewhere. You can't replace something like that, and the old man knows
it. He's being nice, but he's upset to see it damaged.
Exceptional Success: It's the kind of ornate brass wall fixtures they took
out of the Chicago Public Library during the renovation in 1991. Those were
hand-made in the 1890s for the library, so its not like they can be replaced.
The old man's being a gentleman: that lamp's probably worth five figures.
Outcome: At the end of this scene, the characters should know
who Ellsworth is and have an invitation to visit his house for scotch
or coffee sometime.
chicago wo rking s
Mental
20
sunlight reflecting off the Chicago skyline behind them. Ellsworth is tall and
dark-haired in this picture, a different person except for his squinty smile.
"That's me and John Michael Burgess," he says. "In our first years as
apprentice draftsmen."
ELLSWORTH: "You see this one? That's what the Chicago Public
Library looked like back when it was new. Not so different. She's a beauty.
A building like that does good for the whole city. It's like magic, the way a
glass dome can lift the spirit. The way arches can lend solidarity to a city's
identity. The places we live in also live in us. Buildings, I think, remodel us
as much as we remodel them."
"Think about the way a building controls the space around it. The way it
defines that space. Imagine if we could learn to really use the power to change
our lives, our minds, that comes with controlling the spaces we inhabit.
Buildings give off what's put into them."
Outcome: This scene sets up "The Fire." Once the players have some
sympathy for Ellsworth, move on to that scene.
SCENE
Tales of Angels
Physical
Social
A weird but brilliant old man tells the characters stories about Chicago's
weird past and his own.
Overview: This scene is actually several scenes, which you'll use
more than once during this story. This is another scene light on action
refer to the "Pacing" section in the act one overview for guidelines
on making this scene exciting.
Use this scene to hint at the occult war between Burgess and Ellsworth and their past as friends. Run this scene in Ellsworth's apartment,
or on the stoop in the neighborhood or anywhere else that Ellsworth
and the characters might talk. If the characters visit Ellsworth more
than once, run two or three variations on this scene.
Storyteller Goals and Tips: Your goal is to inform the players in
these scenes. In Act One, you want them to know just enough about
sacred geometry that they think Ellsworth's death in "The Fire" is
suspicious (or at least noteworthy) and that the terrible things that
happen during "Tuning Into Chicago" aren't coincidences. Give the
notes on the vesica piscis and the golden ratio at the beginning of this
story to characters with one or more dots in the Occult Skill, either
to represent what Ellsworth tells them about sacred geometry or to
illustrate to the players what it is their character can talk to Ellsworth
about for two hours.
Character Goals: In Act One you run the risk of the characters
having no goals, unless their interest is piqued by Ellsworth's talk of
sacred geometry, in which case their goal may be to learn more about
Ellsworth's secrets. He has plenty of back-story to share without spoiling the end of the story.
Details:
Ellsworth's apartment is like the office of a college professor with tenure.
He's been here only a few weeks, but the apartment feels like its been
accumulating books and photographs for years. While Richard is clattering
around in the kitchen making coffee and Ellsworth is walking you through
pictures on the walls, a framed photograph catches your eye of a young
Ellsworth and round, mustached man in a room full of drafting tables, lit with
tales of angel s
chicago wo rking s
Mental
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Jordi Torres (order #98907)
Actions
SCENE
The Fire
chicago wo rking s
Mental
Physical
Social
the fire
chicago wo rking s
ACT TWO
The second act is, naturally, the middle of the story. Here is where
the players have the most freedom to act. Depending on the choices
they make, scenes may take place in different orders and
some scenes may be skipped altogether. The facts
of the story define a few distinct play areas here
the Burgess-owned apartment building, the
Chicago Cultural Center, the El so the
players shouldn't have occasion to wander
too far from the central story here.
The pacing here is flexible. Things
happen at the pace that's right for
your group, with Richard providing
motivation if need be. Avoid letting the story drag in the second
act, however. If the players get
stuck, they need more information. Richard can give it to them
or Ellsworth's ghost can make a
desperate plea as a disembodied
voice while one character is on the
El, if need be.
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Jordi Torres (order #98907)
Character Goals: Get the truth out of Richard. Find Ellsworth's urn
and his share of the Chicago Working Folio.
SCENE
Social
The characters come face to face with the man who may have sold out their
friend and learn valuable information about what really happened that night.
Overview: The characters can come to this scene in search of
Richard, or he can come to them. Richard is currently living in the
basement apartment of a Bucktown church that's been converted to
modern condominiums. A for-sale sign on the lawn for one of the
condos features the gleaming white smile of one of Burgess's Agents.
Richard had a key to a safe-deposit box of Ellsworth's, which Richard
was hoping would have something valuable in it. Instead it had a letter
in Ellsworth's hand explaining his desire to be cremated and buried in
a special, stone urn he hid in the walls of the former Chicago Public
Library when Holabird & Root updated the site in 1991. Richard
thought this sounded like more of Ellsworth's "holy geometric bullshit"
and was just going to skip the details, but he saw something in his
condo that has him freaked out and now he's interested in cooperating with the only other people who listened to Ellsworth's weird talk
the characters.
Whether the characters come to Richard or he comes to them, he
still needs some cajoling before he becomes completely cooperative.
He has nowhere else to go, though, so sooner or later he tells the characters what he knows. Exactly how the scene plays out is up to them.
Richard may end up admitting what he knows in a wet-eyed whisper
or he might cough it out through bloody-nosed sobs, depending on
the characters' methods.
However it turns out, Richard begs the characters to see to it that
Ellsworth gets buried like he wanted, "'cause you seem to understand
that stuff." Richard has already received Ellsworth's ashes from the
funeral home. He has them in the simple brown jar the crematorium
supplied. He'll take the characters to the spot at the Cultural Center
where he's sure the urn must be.
Storyteller Goals and Tips: Your goal with this scene is to give the
players new leads and reward them (after the automatic tragedy of "The
Fire") with the chance to choose Richard's comeuppance.
chicago wo rking s
Mental
Actions
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Jordi Torres (order #98907)
chicago wo rking s
through to see the famed Tiffany-glass dome and the exceptional oriental-style tile work on the walls. The room is two stories high, decorated
with sage passages in a half-dozen languages, from Latin to Arabic to
Hebrew. It's a grand, echoing room with nowhere to hide.
The urn is behind an ornately decorative heating vent, up in the wall
on a shelf of stone. A Size 5 person can lean into the vent but cannot
fit in the space in the wall. Searchers must grope around with an arm
until they find the urn, then pull it down one-handed. It's a stone triangular prism about twice the size of a football, decorated with images
of Ceres, Vulcan and the Chicago skyline in a flowing, Art Nouveau
style. Rolled up inside it is Ellsworth's half of the Chicago Working
Folio (see "Tuning Into Chicago") and a list of three suitable properties
where his ashes can be buried (see "Burying Ellsworth").
Obstacles/Penalties:
A visitor to the center wanders by the characters while they're
retrieving the urn. A contested fast-talk action (p. 83, World of Darkness Rulebook) versus 4 dice eases her suspicion. With a failure, she
mentions what she's seen to one of the docents. The docent arrives
two minutes later.
A docent in a blue jacket, with a walkie-talkie in hand, approaches
the room where the characters are working. Fast-talking her requires
a roll versus 5 dice. If the characters fail, she goes to get a guard. The
guard arrives two minutes later.
A civilian security guard arrives to investigate the characters' actions. Fast-talking her requires a roll versus 6 dice. If the characters fail,
she radios for more security and the police. Building security arrives in
two minutes, the police in six. If the characters flee, the security guard
only pursues them to the doors.
Aides/Bonuses: Toolkit (+3, remove vent cover; +1, fast-talk), ID
Badge (+2 fast-talk)
Outcome: It's essential that the characters retrieve the urn and the Chicago Working Folio. The penalty for being caught "stealing" the urn must
not be immediate; instead of being arrested or having the urn confiscated,
identified characters are blacklisted from the likes of the Art Institute,
the Field Museum and the Chicago Public Library. Certainly they should
never be able to return to the Cultural Center if they're caught.
Once the characters part ways with Richard, he disappears. He may
leave town to avoid the characters, the police, Burgess or all three. He
may be caught by Burgess's Agents and buried in a hole somewhere.
26
order. There isn't a great deal to discover in the building aside from the
nature of the Agents and the discovery in the storage room.
Storyteller Goals and Tips: Your primary goal here is to creep out
the players. Second to that, you want them to take Burgess seriously as
an antagonist by showing what his Minions and his Agents are like.
Character Goals: Find out what's going on at the building where
Richard was living.
SCENE
Inside A
Burgess Property
Physical
Social
Actions
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chicago wo rking s
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Burying Ellsworth
chicago wo rking s
Mental
Physical
Social
Actions
Key Action (Social): Negotiating For A Grave
Dice Pool: Manipulation + Persuasion + equipment versus the
Composure + Empathy or Subterfuge dice pools for the four potential
properties, below
Action: Contested (for fast-talking)
Obstacles/Penalties:
Englewood Property: On the outside, this pointy Victorian house leans
like a witch's hat, but through the curtains you can see handsome framed
pictures and a glowing plasma-screen television. Edward (Composure +
SCENE
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chicago wo rking s
Mental
Physical
Social
The characters gain insights into the mystical nature of the city while traveling
to sites on Ellsworths mystic grid.
Overview: It is assumed that the characters have played out the
Burying Ellsworth scene and succeeded. The characters involvement in the decades-long battle of the geomancers did not end with
Ellsworths burial. Its only just begun.
Over the coming hours and days (pace this however you like), the
characters begin to suffer what they probably at first will assume to
be hallucinations: Faint voices are heard speaking to them, seemingly
coming from the walls or pavement. Ghostly figures are briefly glimpsed,
appearing to be construction workers from the turn of the last century,
still hard at work making the city. Buildings seem to glow from within
their very bricks, glass and steel, their colors imparting emotions resonant with those buildings: peacefulness at a church, excitability at a
playground, and sorrow at a graveyard. The wind rushing through the
streets seems to turn the characters heads, in time to catch the motion
of light across prominent buildings, seeming to form glyphs and sigils
from the Chicago Working Folio.
Characters who paid attention to Ellsworths talk about the city and
its architecture might remember his talk of angels and their voices.
This sure seems a lot like whats happening now. The city itself or
its angels seems to be speaking to them, not via air pushed through
human lungs, but in light, wind and the vibrations within wood, stone
and steel structures.
The characters are experiencing an effect similar to that afforded
by the Architectural Attunement Merit (see Aftermath), allowing
them to perceive the citys secret resonance, as ordered and controlled
by human architecture. This effect is most prominent in areas near
Ellsworths mystic grid (see Ellsworths Properties, p. XX), but can
be felt in any area of the city.
It is Ellsworth himself who is reaching out to the characters, trying
to recruit them again to finish the battle that he now realizes has not
ended with his and Burgesss deaths. While he is content to withdraw
and watch over only those places on his grid, Burgess is still expanding
his grid, and co-opting the lives of those who reside in his properties.
For the characters to truly understand whats been going on the
war of the geomancers and their still-potent grids they need to see
and hear it for themselves. Ellsworth reaches out to them through the
resonance he now has with them by way of their burying his ashes, and
opens their eyes and ears to the secret hum all around them.
Once hes sure he has their attention, he makes his message even
more clear: He wants them to take the L train as it travels between
certain key locales on his grid. Once they have encountered that
is, passed through via the L the resonance of at least three of these
areas, theyll become attuned enough to the grids frequency that
Ellsworth can appear to them and speak his final words.
Ellsworth delivers his message about the L through a number of
different means, each of which can be experienced by different characters:
A newspaper page blows past a character and suddenly veers, flying
straight into his face. As he peels it away, he notices a map of the L,
produced as part of a story on local points of interest for tourists. What
seems strikingly obvious is how, seen over the folds of the crinkled
map, some of the stations seem to form a sigil of sorts, if an imaginary
line were to be drawn between them. If the paper were flattened out,
the effect disappears, but when it is folded just the right way, the sigil
is clear.
A taxi driver delivers a character not to his requested destination,
but to one of the L stations. Here ya are, mac the L. When the
character complains, the driver seems shaken, as if hes just woken from
sleep. He is apologetic and offers to drive the character to his proper
destination, but admits hes woozy and not sure he should be driving.
(The guy lives in a property that is a major point in Ellsworths grid.
Hes not an Agent, like those Burgess controls, but only a temporary
vessel for Ellsworths message.)
A television or radio broadcast is interrupted by a news report of
an old man seen throwing himself on the tracks of the L. A witnesss
description of the victim describes Ellsworth, down to the clothes he
was wearing the night he died. Strangely, police have yet to find the
body. The strange thing is that witnesses at another station claimed
to have seen the same man leap onto the tracks at about the same
time. (These two stations form points on the sigil seen in the crinkled
newspaper.)
SCENE
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Jordi Torres (order #98907)
Once the characters are on the L, the journey through mystic Chicago
begins. Many of the stations on the Blue Line pass through Ellsworths
territory. You can choose three stations along the route (a map can be
found here: http://www.transitchicago.com/maps/maps/2006N.html) to
provide the main points of this journey. The Western, Logan Square
and Belmont stations are ideal. The California station, even though
it is between Western and Logan Square, is not part of the grid, and
so can provide a mundane contrast to the strange visions afforded to
the characters on their trip.
Storyteller Goals and Tips: Reveal the true war going on in Chicago:
the mystical geography fought over by Ellsworth and Burgess.
Character Goals: Realize that something truly supernatural is going
on, and find out who killed Ellsworth and why.
chicago wo rking s
Actions
Visioning the Grid
As the train travels down the line, the characters see more than
just the usual sights their temporarily altered vision awards them a
special view of the geography. The perspectives of buildings and streets
seem to warp and realign themselves according to mysterious new law
of physics actually, very old laws. Some lines glow like neon as they
traverse the cityscape: These are ley lines, ancient currents of power,
channeling resonance in its many flavors across the land. Ellsworths
grid has taken advantage of these lines, and rearranged them in places
to make their flow more efficient or to bring subtle energy to certain
regions.
At each stop along the line, the effect is even more powerful, as if by
the grids taking the Ls own straight lines into its pattern, the overall
effect has increased tenfold. The monumental scale of the project is
finally laid bare, and is dizzying in its hubris.
At times, figures seem to move along the lines or to revolve around
points on the grid like cars stuck in a British roundabout. It is impossible to make out their features, although some of them occasionally
catch the eyes of the characters and seem, for a brief, shining moment,
to be filled with light then, just as briefly, consumed by shadows.
Are these Ellsworths angels? Or mere ghosts caught in the machineries of his vast project?
The purpose of this journey and these visions is to give the characters a sensory experience of the mystic grid, to show them that its not
just an idea but a reality even if its seems unreal and hallucinatory.
They dont have to solve any puzzles here or fight any foes; they merely
need to become convinced that the spoils of the mystic war between
Ellsworth and Burgess are real.
You can describe the grid anyway you like. One way to approach it is
to illustrate the meaning and significance that the grid lends existence
architecture, street signs and even graffiti. Signs that before seemed
random and haphazardly placed now, when taken in sequence, seem
to spell out some greater message: Coke adds life + Grays Anatomy,
Sunday Night on CBS + Affordable Health Care from Doctors Who
Care = this area has healing properties.
Key Action: Ellsworths Final Tale
Once the third point on Ellsworths mystic grid has been traversed,
Ellsworth appears:
A century's worth of Chicago architecture slides by in the dark outside the
train window. Gargoyles and stone arches pass close enough that you could
grab them through the emergency window, punctuated by twinkling downtown
lights. The train jostles back and forth on the rails, lulling you almost to sleep.
Your eyelids sag down, then snap open, and there's Ellsworth in the fluorescent
reflection in the windows, as if he were sitting on the train with you.
But he's not. He's only out there in the reflection, mingled with the view.
When he talks, it sounds like he's speaking from the other side of the window.
You can hardly hear him over the rattling of the train.
The players have only as much ability to interact with Ellsworth's
ghost as you think the scene can muster without losing its surreal
edge. He can share as much information from his back-story as you're
comfortable with improvising dialogue about. When you're ready for
him to explain the end of it all: "We were friends, John and I. But, he
Burgess confused who he was with what he owned. He's so far gone now.
I can hear him in the rails, through the rafters. I can hear him all over. He
killed me. He killed me. He was afraid I was going to find him and ruin all
his hard work. It won't be me, but he's right: someone has to.
"He's become a part of his house, where he was buried. He's stealing
the people who live in those buildings of his. He's taking their lives. It's not
enough that he take people's homes now and get rich off those. Now he's
taking their lives their bodies. He can't tell the difference between people
and things anymore.
"Dig him out of his grave in his cellar. He's underneath that ugly stone
townhouse across from the Fichtner's in Gold Coast [or wherever you choose
to put it]. Down in the cellar. Break his casket and break his spell."
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chicago wo rking s
Thugs on a Train
If the players prefer action to words, all this traveling might get
boring for them. Before Ellsworth appears, spice the journey up with
some of Chicagos night denizens: thugs who board the train and begin
giving passengers a hard time. If the characters attempt to intervene,
the thugs target them for intimidation and, if the characters dont back
down, a possible beating.
Use the traits for the Gangbanger on p. 205 of the World of Darkness Rulebook, except that these guys dont have guns.
If the characters do poorly against the thugs, and the train has passed
the third station, have the thugs flee when Ellsworth appears. Theyll
leave the characters train car for the next over, and exit at the next
stop, already shaking off their fear with false bravado.
The thugs arent part of the mystic action going on, but they do
represent an unfortunate fact about the L and the dangers of taking it
at night. Through the eyes of the characters temporary Architectural
Attunement to the city, though, these thugs seems to take on a mythic
role: that of the Guardians of the Threshold, challenging all who would
seek the citys deeper mysteries.
Outcome: The characters now know who killed Ellsworth. They only
have to decide if they're going to do the bidding of a ghost or not.
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Jordi Torres (order #98907)
ACT THREE
Demolishing
This is where it ends. The characters have a chance to stop Burgess,
if they're willing to accept the risk.
Though this act is only one scene long, this scene could
become develop into a complex and lengthy affair if
the characters become trapped or captured. Avoid
rushing this scene.
chicago wo rking s
ac t three demolishing
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Jordi Torres (order #98907)
Burgess's Agents are free to roam the house. His Minions lurk in the
cellar, near his casket. In an emergency, the Minions climb the cellar
stair to support Burgess or his Agents.
Storyteller Goals and Tips: Scare and thrill the players.
Character Goals: Find Burgess's casket and destroy it.
SCENE
Uninstalling Burgess
Physical
Social
Actions
Mental Actions
The characters may attempt to outsmart Burgess to get the odds in
their favor, by luring Agents out of the house or arranging for some
kind of distraction. These are viable approaches, but they do not solve
the ultimate problem of getting physically into the cellar and breaking
Burgess's spell.
Elaborate plans to tunnel into the cellar are probably more trouble
than they're worth, as once they reach the cellar the characters still
have to deal with Burgess's Minions. Still, a brilliant plan deserves its
chance to shine.
Burgess responds to mind games and Mental-based attacks as he
would to a Physical attack: with whatever cold violence is necessary
to protect what he has.
Physical Actions
Most likely, whatever the characters' plan is, they'll have to get
physically inside Burgess's house at some point to get at his casket.
They may attempt to finesse their way inside through stealth or they
may stage a home invasion. The consequences of a Physical approach
are clear: Burgess fights back.
Burgess reacts to a Physical intrusion proportionally if he can. If calling police (only the two Agents can do that) has a reasonable chance
of stopping the characters, he orders it. If it seems they're able to do
disastrous damage before police would alive, he tries to kill the characters and avoids involving a police investigation if at all possible.
Social Actions
Is it possible to negotiate with Burgess somehow? Yes. Burgess is
naturally suspicious of any proposed deals that come from the characters (especially if they've confronted Agents or Minions at Richard's
building), but he'll entertain arrangements that solve his problems
and also make him money. If the characters can come up with some
juicy arrangement, Burgess can be convinced to negotiate with them
in his house (through one of his Agents). The characters may have
uninstalling b urgess
chicago wo rking s
Mental
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Jordi Torres (order #98907)
chicago wo rking s
uninstalling b urgess
managed to get inside, but Burgess controls the house, so he feels plenty
confident himself.
Burgess is not above lying outright to get the characters in a vulnerable position. If he believes their intentions are to hurt him, he betrays
them. This could well lead to a situation in which the characters are
invited into Burgess's house for a meeting in which both parties are
planning to betray and destroy the other.
Obstacles/Penalties:
Guard dogs (p. 203, World of Darkness Rulebook)
Outer doors: Durability 3, Size 5, Structure 8, Damage 3
Outer locks: 8 total successes necessary to pick (p. 74, World of
Darkness Rulebook)
Inner doors: Durability 2, Size 5, Structure 6, Damage 2
Security system: 12 total successes necessary to bypass (p. 74, World
of Darkness Rulebook)
Aids/Bonuses:
An exceptional success on a Persuasion action at the record office
can win the characters a floorplan of the house (+1 to +3 bonus on
Stealth actions and tests to avoid surprise).
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Jordi Torres (order #98907)
Burgess on the city. Whether or not he helps the characters, hinders them,
or ignores them depends largely on how responsive they were to his needs
throughout the story. For instance, if they waited to honor his burial wishes
until after they could no longer deny they were important, he isnt fully
convinced that theyre the type of people worthy of inheriting his work.
Aftermath
Once Burgess ceases to exist, the supernatural element of this story is
over. Or is it? The characters can certainly try to explore the mysteries
of the Chicago Working Folio, although theyve only got Ellsworths
portion of it (unless you want to reveal clues on how they can find
Burgess half). Besides the supernatural, though, there are a number
of more worldly concerns to consider:
chicago wo rking s
Police Pursuit
If a home invasion was called in at Burgesss house, the police give
chase to the characters. If they arrive after the characters have gone, they
might follow the evidence back to them. Their willingness to investigate
this far depends on just what the characters did. Property damage is a
minor concern to the police, one they wont invest a lot of resources
toward investigating. Murder, however, is another story. If the body (or
bodies) of an Agent is left on the scene (or even the signs of a possible
murder, such as blood stains), theyll investigate with full force. How
close they get to the characters depends largely on how well they cover
their tracks and if they have previous criminal records (if theyre already
in the system, theyre easier to track through forensic traces). Getting a
murder charge to stick might be tricky; a good lawyer can probably get
the characters off, but only after lots of time and expense.
Experience
The psychogeography of Chicago, no longer under Burgess and Ellsworth control (Ellsworth watches over only his own small grid), returns
to a natural state. That is, it tends to only get powerful around regions
of intense emotional activity (murder, rape, joy), and works more subtly in other places. Its reasons become obscure to the characters, even
those who have purchased the Architectural Attunement Merit (see the
sidebar below), as it is now largely influenced by happenstance and the
behavior of spirits, which are beyond the awareness of the characters.
Alternatively, the grids maintain their power but go wild, captured
by the unconscious whims of humans within their vicinities. Without
someone to tame them, these places become chaotic, magnifying the
good and bad traits of their residents.
Ellsworth might help the characters to inherit the grids, but he is reluctant
to do so. As time passes, his personality increasingly fades, becoming a mere
force of charity rather than a recognizable being. What remains of him is
filled with regret for his misuse of the mysteries of the Folio, and he doesnt
want to see others make his mistakes, or God forbid unleash another
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Jordi Torres (order #98907)
SCENE:
Introducing Ellsworth
HINDRANCES
MENTAL
PHYSICAL
SOCIAL
HELP
SCENE:
Tales of Angels
MENTAL
PHYSICAL
SOCIAL
HINDRANCES
HELP
STs
STs
PCs
None yet.
PCs
SCENE:
The Fire
MENTAL
PHYSICAL
SOCIAL
HINDRANCES
The chase:
difcult terrain 2
bad lighting 4
bad weather 1
HELP
SCENE:
HINDRANCES
The chase:
Reexive Wits + Composure to get bearings (awards +2 for familiar terrain)
MENTAL
PHYSICAL
SOCIAL
HELP
Finding Folio:
Toolkit: +3, remove vent cover; +1, fast-talk
ID Badge: +2 fast-talk
STs
STs
PCs
PCs
SCENE:
HINDRANCES
Storage room:
Gloomy (2 visual perception rolls)
MENTAL
PHYSICAL
SOCIAL
HELP
SCENE:
Burying Ellsworth
HINDRANCES
Storage room:
Flashlight (eliminates the gloom)
MENTAL
PHYSICAL
SOCIAL
HELP
STs
STs
PCs
Find out whats going on at the building where Richard was living.
PCs
SCENE:
HINDRANCES
MENTAL
PHYSICAL
SOCIAL
HELP
SCENE:
Uninstalling Burgess
HINDRANCES
MENTAL
PHYSICAL
SOCIAL
HELP
(must be reduced to 2)
STs
STs
PCs
PCs