The Insurer is a creature that PC can encounter when exploring the
megaoffice at the early stages of the game. With the excel of speed and
persuasion from their past, The Insurer could be a threat for PC when they
alerted by them - they'll chase PCs, both individual or in a group, and try
to make PC join their insurance company by
giving them striking them with briefcase and papercut
them with assesment forms.
Habitat
The Insurers lingers and wanders the Grand Lobby area, usually seen alone,
maybe two or three of them lingers near seats. Some might also standing near
the front door, waiting for someone entered the building as their prey. Some
of other Insurer might lurks around the upper floors, trying to seek preys
that might need some insurance at their unstable and hazardous workplace.
Some were also stays at their own offices, waiting for command from the
leader. Sometimes PC could also encounter one of them, strolling on a
corridor, seems lost.
Actions
Action | Type | Description |
---|---|---|
Running Bash | Attack | an Insurer took a run and try to bash you with their boney, sharp shoulder. |
Paper Cut | Attack | using their unlimited stack of insurance assessment form stored inside their briefcase, an Insurer could slice and damage PC using the thin side of a paper d6 times per turn. |
Briefcase Block | Defence | by using a thick, office-issued briefcase, they repel and cover everything the world throw at them. P.S. It IS a sturdy briefcase. |
Shout | Support | producing a loud, disturbing voice that could hurt you and also calls d4 nearby Insurers into current encounter |
Characteristic
Physical appearance: many Insurer were a skinny, sick-pale-looking, zombie-ish humanoid creature wearing white shirts and tie and holding briefcase and papers. But some other also have different builds: muscular, fat, well-build. Detoriating by time, their hair was no longer as lush as they be, some of them already lose an eye (or maybe two), dislocated bones and joints on their body, and an absolute stench of a thick load of damp paper inside a damp storage.
Movement: The Insurer walks slow. But when they found their prey, they could move three times faster to approached them. Their advantage was located on their feet - years of waiting and running and chasing potential buyer could train their legs into somewhat magnificent level. Not forgot to mention, a lot of them are skinny. But for Insurer that already lost a leg or both, they can't do nothing except alerting nearby Insurer by shouting whenever they saw prey walking nearby or accidentally step on them.
Social: Insurers love to walks and roams alone. But sometimes you can meet them lurking alongside with fellow Insurer, maybe up to a group of 3 insurers. No longer be able to talk, they communicate to each other with groans and shouts.
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