Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Spider Bankers of the Bureau of Universal Exchange

 I'll put in a picture when I have one. We're working on these a bit at a time. The Spider Bankers have been in Troika since the beginning and I've always meant to get around to using them more. They appeared in Wengle Instrumentality, and they're in the upcoming Streets Of Troika book, but they deserve a proper entry I think.

When picturing them I always imagine the presence of the triceratops foreman in that old puppet sitcom "Dinosaurs" or the baboon from Ren & Stimpy. Just with a little bowler hat and pin strip vest.

This is a cross post from the Troika Patreon, where you can see more or these

Spider Bankers of the Bureau of Universal Exchange

Skill 9
Stamina 18
Initiative 3
Armour 2 (thick chitin)
Damage as Large Beast
 
Mien:  
1. Polishing their eyes with a huge silk handkerchief
2. Adjusting their hat
3. Drumming their many tiny hands on the counter
4. Staring inscrutably
5. One par of hands absently calculating on an abacus
6. Twitching without obvious cause
 
Scattered throughout Troika are the silo-like Bureaus of Universal Exchange. Windowless and towering one enters the ground floor through your choice of many small doors into cramped corridors which twist and turn until eventually ending in a barred and shuttered window. There are no signs indicating what is expected or provided, and the spiders are behind the bars filling the space with its chitinous bulk, tapping the fingers of their tiny hands impatiently against the counter. They have an uncanny head for the value of things, they will never confer, and you will never get a bargain. After a bare moment in the scrutiny of one eye, then another and another, the spider banker will know and offer only exactly what it's worth and not a penny more, minus a small handling fee of course.
 

 ## Violence

If attacked inside their bank the spiders will first try to slam the security shutter down on their assailant and flee. One would need to test their luck to stop this happening. If caught or cornered they will fight viciously, attempting to incapacitate attackers with their venom and spinnerets so as to take them away later as compensation for the inconvenience.
 
 

 ## Ecology

The bureau is assumed to be connected to, or at least tacitly endorsed by, the Universal Council of Troika. Such a vast and wealthy institution as the spider bank could, if it wished, shift its weight and topple whole boroughs or counties, ruin the barge houses, bankrupt nations. Indeed, sometimes they do, yet they City does nothing and so the people assume it is all according to plan.
 

 ## Lair

The bureaus are the only place one is likely to find a spider banker, and then only from behind their steel bars. The buildings only allow entrance through tunnels to the cashier windows, and no one, not even the spiders, come or go in the course of the day. The banks are connected through a hidden network throughout the city, and if one were to somehow get past the spiders and into it, they would find vaults upon vaults strung under the city like crystals on a chandelier, the labyrinthine mirror city of the spiders. The only non-spiders to be found in their tunnels are decerebrized debtors shuffling carts of labelled goods from vault to vault.
 

 ## Special

When bringing them alien currency for exchange into Troikan pennies randomly determine how valuable it is at the exact moment of exchange. Roll 2d6, in order. The first is the penny, the second is foreign currency, thus determining the ratio. Always add one in the bureau's favour. They're running a business after all.
 
Spider Banker bites are dangerous. When injured by the bite of a banker the recipient may test their luck or else fall limp in their arms, to be passed back along it's belly through its many arms to be spun into a silk parcel for later. Unless an anti-venom (sold at great expense by mercenary hearted spider bankers) is applied the envenomed subject will start coughing up pennies, 1d6 every hour. Each penny coughed up reduces their stamina by 1, until they finally expire. Sleep and eating is impossible, triggering instead another coughing fit of 1d6 pennies.

The Alzabo

As large as a bear, taller than a man at the shoulder, the alzabo is an adaptable predator. Drop an alzabo into any environment that it can physically withstand and it will have mastered it by the first meal, for it gains more than simple nutrition from thinking flesh. With it they take on the full and unabridged memory of their meal, giving them the lay of the land, location of water, shelter and the rest of its kind.

The alzabo can produce —for it is not truly mimicking, rather recalling— the exact sound of any mind it possesses. Calling out in the night it draws its prey from safety, typically by imitating a recently eaten family member and calling to it's children or parents. Even if the devoured is a human, and those listening know that it's not truly them, the sound of the daughter you know to be dead tapping at your cottage door and begging to be let in from the cold is more than most can bear.



Skill: 10

Stamina: 21

Attacks: 2


Attack - Claw, stomp and bite

1 2 3 4 5 6 7+
4 4 6 6 12 13 14

Defence - Thick red fur

1 2 3 4 5 6 7+
0 1 1 1 2 3 4

Special:
The alzabo can recall any personality that it has eaten. When playing them assume that they are literally that person but with the added desire to eat and absorb more memories. The father of a child will beg them to come out to their dear papa and will argue and cajole with his intelligence and knowledge, for the alzabo will have all the feelings the father had towards the child in addition to wanting to eat and make company of their memories. This is not a parroting of the sounds and mannerisms, it is perfect and sincere.

The alzabo will hunt the family of the deceased above other prey. It desires their company and misses them dearly.

It will openly hunt at night, calling from outside the door or beyond the tree line. During the day it will follow from afar and is quite stealthy.

If the glands of the beast are removed and given to a suitably skillful physik it can be refined into an oil that will impart the memory eating abilities of the alzabo for a time. They need only take in a few mouthfuls for the full effect, the memories are permanent. The meat need not be fresh or raw, only edible. With the memories of another the player may ask the GM questions while searching their memories as though the person were present and completely honest. The PC may also use skills known to the deceased by testing their luck in place of a skill test of some sort. The memories are there, but the muscle memory and physical might are not. The PC may imitate the voice, but it will be imperfect since human vocal cords were not designed with this in mind (+6 disguise while doing it).



From this book.