TOMORROW'S MEMORIES, YESTERDAY'S PREMONITIONS
BY RICHARD FICHERA
Introduction
This is a KULT scenario for a single character. As an
adventure, it is quite open-ended, leaving the final resolution, if
there is one, completely up to the GM and the player. It can also be
used to develop a character that will then continue onto other
adventures.
The Character
The character is a nurse (which I'll call "Sarah" for ease of
reference) who works in the emergency ward of a local hospital.
Her long hours and the pressure of her job keeps her single, and she
rarely dates, usually too tired to bother, or with too few hours to get
serious with a romantic encounter.
She has a taciturn personality because of her constant exposure
to death and her horror at what we humans inflict upon each other.
She sometimes suffers fits of depression but can usually find a weak
smile when treating children or the elderly. She truly cares about
human suffering.
She suffers from insomnia due to rotating work shifts and the
constant disruption of her schedule as she is usually on call. These
bouts of sleeplessness provide her with long, dimly-remembered
hours in front of the television, and it is not uncommon for her to
wake up to static and white noise several hours after the television
stations have signed off.
Then something happens, or maybe nothing. Sometimes we
have no explanation for the things that occur in our lives.
The Truth
Television was originally invented by a team of Lictors
working for Chesed. It was created as a media sedative to both
pacify us and feed us more of the Lie so that we would not try to
break out of the Illusion. On rare occasion, televisions were also
used to stop time so that the Lictors could travel about openly
working alterations in the Illusion, patch tears in the Veil, change
the direction of political movements, or "inspire" someone to create
or invent something essential to the Archon's plan.
Since Chesed's disappearance, various Archons have tried to
take over the media, particularly Tiphareth, but none have had any
great measure of success. There are those few individuals however,
due to some quirk of their minds, can see through television to
Reality, can still feel Chesed's influence through that glass screen as
it relays its electronic entertainment and despair. The character in
this story is being driven toward such a mental break where she will
see through the Illusions that the television presents. The journey
may enlighten or destroy her, depending upon the capacity of the
player to understand what is happening.
At the Hospital
As the GM, you should try to play the scenes at the hospital.
Invent a half dozen cases for the player to work with during her
shift: a knife or gunshot wound to a gang member or a victim of a
drive-by shooting, an old man who has fallen in the tub and broken
a bone, a small child that has swallowed something poisonous (or
was fed something poisonous by a stranger), someone who had a
serious accident in the kitchen and scalded or cut themselves, or
maybe a heart attack victim. The cases should be random, but
appropriate for an emergency room. Some will survive--most will
not. You should provide the details and let the player work out each
case with the help of appropriate NPC hospital staff. You have
been successful if the player begins to experience some of the strain,
helplessness, and depression that the character feels. The player
should be slightly relieved that the shift is over and that it's time for
the character to go home.
The Illusion
Sarah's life is running as roughly as ever...maybe a little worse.
Gang battles in the neighborhood are up and bloodier than usual.
Children are being gunned down in the subsequent shootings.
Some pervert is breaking into the houses of the elderly and raping
both women and men with equal desire. Few clues are left behind
since he doesn't penetrate his victims himself but prefers using a
baseball bat to administer his affections. Those who protest are
given a few "love taps" to soften them up. Between these two
problems, calls in the emergency room are up and Sarah is busier
than usual.
On an evening after an exhausting double shift, Sarah sits
down in front of the television with some half-cold fast food. After
only a couple of bites, the television starts having reception
problems. A montage of images, some of which Sarah recognizes
as her family members, flickers across the screen. She begins to
hear voices of forgotten friends, the sounds of emotional times with
her father and mother, scenes from the hospital that have touched
her deeply. This will continue for about 10 minutes.
If during this time, Sarah gets up and touches the television,
she notices light suddenly flowing through her apartment windows.
When she checks out the window, she will find that the sun is
rising. The last five hours seem to have passed without her being
aware of them. She feels neither tired nor fully rested.
From now on, whenever Sarah sees a television that is turned
on, she will begin to see images of her life and the lives of her loved
ones flash on the screen dodging between the stream of normal
programming. No one else will see these images. She will feel a
strange compulsion to put her hands on the flickering screen (roll
against CHA). If she gives in to this impulse, time will be
dramatically altered. Each time this occurs, the time shift will
become more erratic. Time shifts can be forwards or backwards.
Some Examples
Here are some ideas for time shifts that Sarah could encounter:
1) Sarah finds herself kneeling in front of her television at
home. Everything looks the same as it did before; the time on the
clock has not changed by more than a minute or two.
When she eventually goes into her bedroom, she notices that
there are five messages on her answering machine, although she
can't recall the phone ringing. When she listens to the messages,
she discovers that they are from her supervisor at the hospital and a
couple of her friends wondering why she has not shown up for
work. The last call is from her supervisor who is very agitated and
is threatening to fire her if she does not report soon. Three days
have passed.
2) Sarah sees a display of televisions in a department store.
Her mind becomes a blur amidst the duplicated images. When she
regains consciousness, it is several hours later and the store has
closed. Moving around the store, she sets off the motion sensor
alarms. The police show up five minutes later.
3) Sarah wakes up in front of her television and realizes that it
is time to go to work again. When she gets into work, she asks
about picking up her paycheck. She is told that paychecks come out
tomorrow, on the fifteenth of the month as always. But Sarah feels
sure today should be the fifteenth. She experiences several
instances of deja-vu, as the same cases and injuries come into the
emergency room. She cannot remember them directly, but when a
patient comes in, she realizes that she is reliving the experience.
Next Stop: Reality
Sarah's only hope is to surrender to the power that is altering
her reference to time. She has the capability to remain conscious of
the time slips with practice. To do so, she must voluntarily lay her
palms on the television screen (before making the CHA roll) to
reach for the flickering images. When this happens, she gains three
points in the Lore of Time and Space. This does not give her spell
abilities, just an intuitive knowledge of the Lore. Spell abilities
would have to be developed separately under the discretion of the
GM.
When Sarah fails her Lore roll, she finds herself tumbling
through the white vastness of the television static. Shapes and
images of all kinds roll past her. Voices, both known and
unknown, echo through the chaotic expanse. After a time she will
find herself back at the television where her journey started. Time
will shift randomly.
When Sarah succeeds with her Lore roll, she involuntarily
performs a modified version of Time and Space Walk. Since Sarah
does not have any training or experience with this spell, she will
naturally find herself in distant locations and times very quickly.
The GM may wish to reduce the effects of the spell for purposes of
game balance. For example, one hundred yards could equal 10
miles, instead of 1000 miles. Each hour that Sarah is traveling
could be equal to one day instead of 100 years. In addition, Sarah
has no control over whether time flows forwards or backwards.
There is an equal chance of either. So if Sarah walks into the
Realm of Time and Space and walks 100 yards, she will see the
world slip past her in fast forward motion. When she stops
walking, she will be across town, 10 miles away from her
apartment 12 hours earlier or later in time (depending on which way
time went). If she then spends half an hour getting back, a total of
24 hours will have slipped. It could be the next day or the previous
day. It will take some quick thinking and planning on the part of
the GM to anticipate where Sarah will go during her travels and
"when" she will end up when she returns.
When Sarah's Lore rating reaches 20, she will be drawn
through the Realm of Time and Space to Chesed's deserted citadel,
close to the top, overlooking the city of Metropolis from several
miles up. The GM may develop the adventure in many possible
ways from this point. Also, once her Lore rating reaches 20, the
GM should increasing Sarah's Lore rating by only one point for
each voluntary trip she makes.
Epilogues?
It is possible to slowly transform Sarah during her travels
through Time and Space. For example, when she arrives at
Chesed's citadel, she may have various body modifications--claws,
body armor, tentacles, etc, that make her a more natural inhabitant
of Metropolis. Maybe these affect her mental balance, maybe not.
Or maybe she looks unchanged but she now has superhuman STR,
AGL, or CON, or some other types of powers that make her
situation survivable, or she carries an artifact that protects her.
Maybe she is an incarnate of one of the forgotten gods. Or possibly,
she occupies a completely non-human body, that she is actually a
denizen of Reality, but the Illusion has blinded her into thinking
that she is human. She has somehow forgotten her true heritage.
Maybe her consciousness has been transferred to the body of
another entity, like a reversed form of Possession. Maybe she
becomes a ruthless predator on the streets of Metropolis, and yet
back in the Emergency room, the incoming wounded look strangely
familiar, or strangely appetizing. Again, this could affect her
mental balance or haunt her dreams, repulse and disgust, cause new
disadvantages. A skillful GM could convince the player of all of
these possibilities at various points during the game. Then again,
maybe she just dies a brutal death in Chesed's tower and the game
ends.