
It was originally built as a water tower to boost water pressure in the housing estate that mushroomed around it a few decades ago (hence the name Water Tower High-Rise) - have a look at lots of photos, floor plan, and section plans.

Then, the fateful decision was made to pull up a residential high-rise around the tower with the huge tank at the top.
Perhaps it was the unfamiliar presence of all those bodies and minds around it; first the builders, then the families moving in? Perhaps it was the building technology, quite unique in the district (the building is actually not a prefab at all)? Perhaps it was that the high-rise was meant to be the iconic symbol of the district, and the intention was a success beyond the city planners' wildest dreams? However it happened, the building's spirit woke up.
Personality
It has, from Day 1, considered itself a sort of guardian or mother figure- to its 'little siblings', that is, the bunches of 10-story prefabs that stream out from its hub like the spokes of a wheel,
- to the tiny little people with the exotic little consciousness-blobs hanging around them,
- to the trees, playgrounds, statues
In exchange for favours, the tower spirit always asks for some quest to be undertaken to help the district in a specific or general way - clean up park, replace lock, make crossing in front of kindergarten safe, find key/pet parrot/lost cat and return it to owner, prevent suicide, prevent local branch of library from getting cut from next year's budget, etc.
However, to this day the water pipes act as a surveillance network of sorts through which the Water Tower High-Rise has psychic access to a surprisingly large proportion of the district's built environment - the specifics of this link is left to Storyteller discretion.
What is certain, however, is that to make use of the effect, a mage needs to enter the former cisterns at the very top of the tower, either physically, or in the Penumbra.
Gate-keeper
The erstwhile cisterns have been remodelled into two large studio flats, inside one of which lives, rent-free, Harsányi (ˈhɒrʃaːɲi]), the council-sponsored caretaker of the high-rise. He's joint building manager, condominium representative, janitor, and snitch for the Szövetkezet (the local Syndicate-flavour Technocratic upstarts), all rolled into one.He's a spineless and petty yes-man, but also a practising chess champion - he can get really passionate and nerdy about his hobby, which the only aspect of his life not dominated by council rules and regulations.
Should PC wizards want to get inside the ex-tanks (to commit some
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