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From certain perspectives, hive cities are nothing more than a
collection of intersecting streets. If one is minded to view the
metropolis through the eyes of a demagogue, there are millions of
corners from which passers by may be harangued and abused. Any many see
their world in this way. Naïve visitors to the hives are overwhelmed in
short order upon arrival by the sheer ferocity and volume of the
invective directed at them by hawkers, preachers, and bawds from every
angle, in dozens of languages.
But occasionally, an individual is born who sees the connections
between the streets in terms deeper than the purely financial. For
those with the witchsight, street corners have mystical, magickal
qualities, linking worlds and dimensions invisible to those whose
perspective is purely mundane. For those prepared to leave mundane
morality and sanity behind, there is power on the streets, power that
can be tapped and manipulated.
For over twenty years, Sanny has wandered the streets of Hive
Sibellus. To the casual observer, he is a typical hive dreg: scrawny,
bedraggled and filthy. His bloodshot, rolling eyes, shock of greasy
hair and wild, stabbing gesticulations mark him among the mentally ill.
In civilised societies, such unfortunates are treated with kindness and
mercy, but in the great hives they are ignored and cast aside to perish
or to abuse others, depending upon their nature.
Sanny was in his early teens when the visions first came. At first
accompanied by blinding headaches and later by voices whispering on the
edge of hearing, they showed him strange connections between places and
times, weird invisible strands of energy that drifted through the city
and muttered instructions in dead languages in how to channel these
forces for his own ends.
Sanny’s moods and rants soon became unbearable for his poor
family, and he wandered onto the streets, never to return. He now lives
off the uncertain charity of the hivedwellers, and off scraps of food
the rats and bloodroaches are too slow to snatch from the gutter. He is
an inconvenience to the Sibellians, an embarrassment. But he may also
be their doom.
For Sanny is a pawn of Tzeentch. He is a nascent psyker, the most
dangerous of humans, especially dangerous in his case, for the depth of
his insanity conceals a malign purpose not fully understood even by
him. Tzeentch has opened a tiny conduit in his mind between the real
world and the warp, a conduit only possible where the vessel is already
irrevocably maddened.
Now Tzeentch drives Sanny to wander through the city, making tiny
adjustments to the flow of warp energy around him in order to fuel the
growing gateway in his head. To the uninitiated, Sanny appears to be
simply engaging in random acts of peculiar behaviour: suddenly
stooping, picking up and empty ration-can, walking ten paces, and
placing it at a precise angle next to a streetlight: shouting at a
startled pilgrim, or rocking in a certain way at a certain time. But
everything he does is designed to increase the flow of warp energy
generated by the living masses around him into his own mind, where it
is stored, awaiting a final, horrific release…
Appearance
Sanny is as thin and skeletal as a gantry crane, and is invariably
wrapped in a soiled grey longcoat and clothed in mismatched rags
obviously plucked from the sewers. He is pale and hairy, with a long
beard and matted black hair. His eyes are his most striking feature,
being reddened and sore like angry wounds, but yet wild and startling.
His age is hard to determine, but if he were cleaned and groomed, he
could be in his late 30s.
Sanny the ranter
WS BS S T Ag Int Per WP Fel
18 18 27 29 32 30 25 40 5
Movement: 3/6/9/18
Skills: Awareness (Per), Carouse (T), Chem Use +10 (Int),
Common Lore (Underworld) +10, Forbidden Lore (Tzeentchian Magickal
energy channeling) Secret Tongue (Daemonic) Concealment (Ag) Intimidate
+10 (S) (Int), Speak Language (Low Gothic)
Gear: Rags, collection of old newspapers, wheeled trolley piled high with empty bottles and moth-eaten blankets.
Psychic powers: Sense Presence, White Noise, Inflict Delusion, Forget me, Visions, Channel Magickal power, Warpgate (see below)
Unique psychic powers:
Sanny is unique: he has been given a special gift by Tzeentch, a gift that will – one way or another – one day destroy him.
Warpgate.
Threshold: 10
Focus time: 20 full actions
Sustained: yes
Range: personal
Other requirements: The caster needs to accumulate 999 Tzeenchian Magickal energy points to use this power.
This is a special psychic power focussed upon the caster. Once
activated, it causes the caster’s brain to swell and expand in his
skull, bleeding out of his eyes, mouth and ears. The cranium splits,
and the brain, writhing and reforming like melted plastic, curls into a
circular shape about 20 feet wide. A weird light emanates from the
centre of the circle, and then reality splits wide as if it had been
stabbed from within, and thousands of Tzeentchian daemons pour out,
slaying everything in sight, and probably dooming an entire planet to a
hideous death. The caster is, needless to say, slain, and his soul
damned forever.
Channel Magickal power
Threshold: 5
Focus time: Half action
Sustained: yes
Range: personal
This is a simple Tzeentchian power that allows the caster to
accumulate and store magickal energy to power deadlier rituals. Once
cast, the user gains an insight into the flow of psychic energy in an
area about a mile square, and also receives a general idea of how this
energy can be redirected. Redirection can take place using simple
ritualised behaviour, the form of which is largely irrelevant, and
which is typically personal to the user. Once redirected, the energy is
stored in the user’s mind, which rapidly drives them insane, at the
rate of 1 insanity point for every Tzeentchian Magickal energy point
per day. Once irrevocably insane, the user becomes a pawn of Tzeentch.
Each time this power is cast for the first nine years, the caster
gains 1 Tzeentchian Magickal energy point per month. After this period,
the rate begins to increase to 1 point a week. After a further 9 years,
the rate increases to 1 point per day.
The more Tzeentchian Magickal energy points the user stores, the
easier he is to detect by other psychics. Once the user accumulates 250
Tzeentchian Magickal energy points, a psychic receives +5 to his
psyniscience test to detect him, and +5 for every further 100 points
after that. Once he gets to 900 psychic points, a user is like a
blazing light to other psychics, and can even cause spontaneous
nosebleeds and headaches in “normal” humans within 100 yards.
Sanny has accumulated 412 Tzeentchian Magickal energy points over the years. He’s almost half way there…
Personality and motivation:
Sanny actually has no motivation himself: he has become a total
cipher, a conduit for Tzeentch’s malign purposes. Sanny maintains
enough sanity to feed, dress and care for himself (to a primitive
level) but little more than that.
He is impossible to intimidate or interrogate, but retains enough
self control to resist capture and fight to defend himself, and will
not hesitate to use psychic powers to this end. Players meeting him in
a social setting should be left in no doubt that he’s irrevocably
insane, but if they try to capture him, they should wonder if he’s been
faking all along. In fact he hasn’t: he IS mad, but Tzeentch doesn’t
want his pawn to fall into the Inquisition’s hands just yet…
Using Sanny
Sanny is a tricky adversary to use properly: he combines
tremendous potential danger with relatively little present danger. Yes
he’s a moderately powerful psychic, but he’s also a schizophrenic
homeless guy with no friends or resources. The trick is letting the
players slowly realise what they’re dealing with, and what the stakes
are. Here are a few suggestions:
You could use Sanny as a foreshadowing device in other
adventures. Whenever the players wander through Hive Sibellus, have
them see him acting strangely and ranting at passers by. Perhaps have
him grasp a player and hiss deluded (but creepily accurate) prophesies
at him/her. What you should avoid doing is letting any psykers in your
party anywhere near him during the early stages of the adventure: save
him for when parties have split into groups, and have him harass the
non-psykers in an entertaining fashion until they’re used to him and
look forward to seeing him again. Then suddenly have a psyker spot him
for what he is (using psyniscience) and let realisation slowly dawn on
the players that they’ve been allowing a potentially vast Daemonic
incursion to fester right under their noses…
Or you could try a more direct approach: have the Hive Sibellus
astropathic choir sense that something is rotten in the city, and have
your inquisitor send the acolytes scurrying into the underhive to track
down the source of the disturbance like psychic bloodhounds…
Or just present him as a random encounter to players to spice up
an existing adventure: “Hey…that guy’s a psyker, and he reeks of the
warp! Get him!”
Nice work Lightbringer! Well thought out. I like the idea of letting the children play with the live hand grenade. I think Sanny will become a "regular" in my games with the PC's never knowing until it almost too late! (evil snicker)
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