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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 6783783" data-attributes="member: 6668634"><p>I haven't had a chance to fully try stating out Irene Vincent, Spider Assassin yet.. but here's a basic template for spider-enhanced/themed super heroes. I'll probably stat out a few other variants like Peter Parker's enhanced version with organic web spinners and the stingers.. and Spider-Woman's and others at some point.</p><p></p><p>Spider Totem</p><p></p><p>Whether through genetic engineering or freak accident, the recipient has powers similar to a spider. Increased strength, stamina, agility, speed and the ability to climb virtually any surface are the trademarks of any recipient of the Spider Totem template. Used to enhance spies or agents that require increased agility and the ability to move in ways, such as climbing walls, not expected.</p><p></p><p>Spider Totem Template</p><p>The recipient retains all their abilities and gain the following abilities.</p><p>Size: same as recipient</p><p>Hit Points: +20 HP</p><p>Speed: +10 ft land speed, climb 20 ft </p><p>Special Attacks: </p><p>Special Qualities: Airborne Toxin Intolerance, Enhanced Durability, Enhanced Healing, Enhanced Reflexes, Enhanced Senses, Enhanced Speed, Enhanced Stamina, Enhanced Strength, Extraordinary Agility, Prodigious Leap, Spider-Sense, Wall-Crawling</p><p>Abilities: +2 Str, +2 Con, +4 Dex</p><p>ECL: +3</p><p>PDC: 37</p><p>Requires 10 Fort saves DC 25 </p><p></p><p>Airborne Toxin Intolerance</p><p>Due to the modifications to recipient's biology to reflect that of spiders, this makes them more susceptible to airborne toxins, poisons and diseases, suffering a -4 penalty to Fort saves against airborne toxins, poisons and diseases. Pesticides, poisons that are designed to affect only insects, also affect the recipient, suffering -8 to Fort saves instead of the previous -4.</p><p></p><p>Enhanced Durability (Ex)</p><p>The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10.</p><p></p><p>Enhanced Healing (Ex)</p><p>The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.</p><p></p><p>Enhanced Reflexes (Ex)</p><p>The recipient's reflexes are heightened, granting +4 to Reflex saves.</p><p></p><p>Enhanced Senses (Ex)</p><p>The recipient's senses are heightened, granting +4 bonus to Listen, Spot, Search, gains the benefits of the Blind-Fight feat, plus has Blindsight 10 feet as long as the recipient only has 50% of their body covered by clothing.</p><p></p><p>Enhanced Speed (Ex)</p><p>The recipient moves faster, +10 ft to land speed, reflected above, plus the recipient runs at 8 times speed instead of normal 4 times (approximately 14 mph for average human).</p><p></p><p>Enhanced Stamina (Ex)</p><p>The recipient's biology is greatly enhanced, able to go longer and farther before tiring. The recipient can hold breathe 3 times longer than normal, able to run, force march or any other physical activity that would require a Fort save after performing for triple the time before needing to make a Fort save and gains a +4 to the Con or Fort save. Requires only 4 hours of rest to remove Fatigued condition, 30 minutes of rest to remove Exhausted condition. The recipient isn't considered disabled until -10 hit points, able to perform normally until reaching -10 hit points.</p><p></p><p>Enhanced Strength (Ex)</p><p>The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal + Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled.</p><p></p><p>Extraordinary Agility (Ex)</p><p>The recipient has enhanced agility, gaining +4 to Balance, Jump, Move Silently and Tumble. When falling, treats falls as 20 feet less with a successful Tumble check.</p><p></p><p>Prodigious Leap (Ex)</p><p>The Spider Totem can ignore the 20 foot move requirement for making long and high jumps. If it does move 20 feet before attempting a jump, the distance jumped is doubled.</p><p></p><p>Spider-Sense (Ex)</p><p>The recipient has a sort of extra sense that helps evade danger. The recipient gains +2 to Initiative, as long as the recipient is awake and not immobile, the recipient can not be caught flat-footed. This also aids in the recipient's reflexes, see Enhanced Reflexes.</p><p></p><p>Wall-Crawling (Ex)</p><p>The recipient grows very fine hairs similar to those of a spider on their hands and feet, as well their body produces a subtle but powerful bio-electric field that increases attraction of the molecules in their skin, focused around their hands and feet, which grants the recipient the ability to climb any surface and climb along ceilings at a rate of 20 feet, also granting a +8 to climb checks. The recipient can carry up to their medium load while wall crawling before their ability to cling to surfaces fails due to the weight. This ability also grants +8 to resist being disarmed and overrun attempts.</p><p></p><p></p><p>Web Shooters</p><p>These devices were designed for the Spider Totem recipients to give them the ability to create webs and climbing lines for swinging about, increasing their mobility greatly. The shooters are bracers with a trigger plate on the palm, although some are designed with added gloves which require specific hand gestures for the different abilities. The web shooters can also fire a dense bundle of webbing which can be used as a ranged weapon. The webbing will dissolve after about 4 hours, however a chemical spray can be used to dissolved it faster, or fire. A different chemical spray can be used to harden the webbing so it doesn't dissolve and makes it permanent until destroyed. If fire is used to destroy the webbing, with or without the webbing, fire deals double damage to the webbing.</p><p>Web: The web shooter can fire a web that can entangle up to a large sized target with a successful ranged touch attack with a range of 100 ft, a range increment of 20 ft. The web has an Escape DC 26, Break DC 28 and 12 Hit Points. If more than web is used to entangle a target of up to large size, increase Escape and Break DCs by +1 per web up to a maximum of +5, and increase Hit Points by +3 per added web. If hardening agent added, the webbing gains +5 to Escape and Break DCs and Hit Points. The web can be used to strap items to a surface, able to support up to 500 lbs, plus 200 lbs per additional web to hold an object of up to large size. Alternatively, the wielder can use a web to cover an area, with each web covering a 10 foot by 10 foot area, with larger areas requiring additional webs fired, preferably with two shooters. Large web sheets require more time to make, and the first web must have at least two anchor points. Uses two charges per web.</p><p>Line: The wielder can fire a grapple type line that can be used to swing or climb up to 200 feet. Acts like a grappling gun. Alternatively, the wielder can use it to strike a target and pull it towards him/her, up to 500 lbs, +200 lbs per additional line added. Unwilling targets can make opposed Strength checks to not be dragged towards the wielder. Each line uses two charges.</p><p>Web Shot: This is a tightly bundled ball of webbing that can be used to strike opponents from a distance, but doesn't stick or entangle them. A ranged attack is required, deals 2d4 points of bludgeoning damage with a range increment of 60 feet out to 5 range increments. Each web shot uses one charge.</p><p>Blind Shot: This is similar to the web shot, only it doesn't deal damage and is used to cover a target's head or sensors, a successful ranged attack that deals 1 point of bludgeoning damage, plus the target must make a Reflex save DC 16 or be blinded until the webbing is removed. A successful Reflex save means the target turned their head enough to not have the webbing strikes their eyes. This works on targets up to large size. Other sensory organs or systems can be targeted, such as ears or mouth, making the target deaf or mute. Removing the webbing requires a Strength check DC 18 to rip off, or Break DC 20. Uses one charge.</p><p>Cocoon: The wielder can encase a creature of up to medium size completely in webbing, immobilizing it. The target must be caught flat footed, or entangled to easily cocoon the target. The web cocoon has an Escaped DC 35, Break DC 32 and 20 Hit points, rendering the target completely immobile. Uses three charges. Larger targets requires 2 additional charges per size increase, gains +5 hit points.</p><p>Weight: 2 lbs each</p><p>Payload: 30 charges.</p><p>PDC: 20</p><p></p><p>Web Cartridge</p><p>These cartridges are filled with a liquid that when exposed to air creates a web like material that can be used to create webs just like a spider. Each cartridge is about half an inch diameter and 2 inches long, weighing 8 oz. with 30 charges for a standard web shooter.</p><p>PDC: 12 for 5 cartridges.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6783783, member: 6668634"] I haven't had a chance to fully try stating out Irene Vincent, Spider Assassin yet.. but here's a basic template for spider-enhanced/themed super heroes. I'll probably stat out a few other variants like Peter Parker's enhanced version with organic web spinners and the stingers.. and Spider-Woman's and others at some point. Spider Totem Whether through genetic engineering or freak accident, the recipient has powers similar to a spider. Increased strength, stamina, agility, speed and the ability to climb virtually any surface are the trademarks of any recipient of the Spider Totem template. Used to enhance spies or agents that require increased agility and the ability to move in ways, such as climbing walls, not expected. Spider Totem Template The recipient retains all their abilities and gain the following abilities. Size: same as recipient Hit Points: +20 HP Speed: +10 ft land speed, climb 20 ft Special Attacks: Special Qualities: Airborne Toxin Intolerance, Enhanced Durability, Enhanced Healing, Enhanced Reflexes, Enhanced Senses, Enhanced Speed, Enhanced Stamina, Enhanced Strength, Extraordinary Agility, Prodigious Leap, Spider-Sense, Wall-Crawling Abilities: +2 Str, +2 Con, +4 Dex ECL: +3 PDC: 37 Requires 10 Fort saves DC 25 Airborne Toxin Intolerance Due to the modifications to recipient's biology to reflect that of spiders, this makes them more susceptible to airborne toxins, poisons and diseases, suffering a -4 penalty to Fort saves against airborne toxins, poisons and diseases. Pesticides, poisons that are designed to affect only insects, also affect the recipient, suffering -8 to Fort saves instead of the previous -4. Enhanced Durability (Ex) The recipient is tougher than normal, able to shrug off light wounds, gaining a weak form of damage reduction. Damage from unarmed strikes, even if they would deal lethal damage, falling and bludgeoning attacks are converted to nonlethal damage (see d20 Modern pg 141). The recipient's massive damage threshold is considered to be double normal (normally equal to Con score plus any bonuses from feats). GM Note: Against foes with super strength (other super strong or powered opponents) don't have their damage converted to nonlethal damage, but unarmed strikes will have their damage reduced by half. The recipient isn't killed until reaching -20 hit points instead of -10. Enhanced Healing (Ex) The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level. Enhanced Reflexes (Ex) The recipient's reflexes are heightened, granting +4 to Reflex saves. Enhanced Senses (Ex) The recipient's senses are heightened, granting +4 bonus to Listen, Spot, Search, gains the benefits of the Blind-Fight feat, plus has Blindsight 10 feet as long as the recipient only has 50% of their body covered by clothing. Enhanced Speed (Ex) The recipient moves faster, +10 ft to land speed, reflected above, plus the recipient runs at 8 times speed instead of normal 4 times (approximately 14 mph for average human). Enhanced Stamina (Ex) The recipient's biology is greatly enhanced, able to go longer and farther before tiring. The recipient can hold breathe 3 times longer than normal, able to run, force march or any other physical activity that would require a Fort save after performing for triple the time before needing to make a Fort save and gains a +4 to the Con or Fort save. Requires only 4 hours of rest to remove Fatigued condition, 30 minutes of rest to remove Exhausted condition. The recipient isn't considered disabled until -10 hit points, able to perform normally until reaching -10 hit points. Enhanced Strength (Ex) The recipient has enhanced strength, as reflected in ability bonuses, plus the recipient's carrying capacity is calculated as if the recipient had Strength +8 higher, not encumbered until reaches heavy load, unarmed strikes deal lethal damage without penalty. All of the recipient's melee attacks will deal + Strength Modifier x1.5, and when using the Power Attack feat, the bonus damage is doubled. Extraordinary Agility (Ex) The recipient has enhanced agility, gaining +4 to Balance, Jump, Move Silently and Tumble. When falling, treats falls as 20 feet less with a successful Tumble check. Prodigious Leap (Ex) The Spider Totem can ignore the 20 foot move requirement for making long and high jumps. If it does move 20 feet before attempting a jump, the distance jumped is doubled. Spider-Sense (Ex) The recipient has a sort of extra sense that helps evade danger. The recipient gains +2 to Initiative, as long as the recipient is awake and not immobile, the recipient can not be caught flat-footed. This also aids in the recipient's reflexes, see Enhanced Reflexes. Wall-Crawling (Ex) The recipient grows very fine hairs similar to those of a spider on their hands and feet, as well their body produces a subtle but powerful bio-electric field that increases attraction of the molecules in their skin, focused around their hands and feet, which grants the recipient the ability to climb any surface and climb along ceilings at a rate of 20 feet, also granting a +8 to climb checks. The recipient can carry up to their medium load while wall crawling before their ability to cling to surfaces fails due to the weight. This ability also grants +8 to resist being disarmed and overrun attempts. Web Shooters These devices were designed for the Spider Totem recipients to give them the ability to create webs and climbing lines for swinging about, increasing their mobility greatly. The shooters are bracers with a trigger plate on the palm, although some are designed with added gloves which require specific hand gestures for the different abilities. The web shooters can also fire a dense bundle of webbing which can be used as a ranged weapon. The webbing will dissolve after about 4 hours, however a chemical spray can be used to dissolved it faster, or fire. A different chemical spray can be used to harden the webbing so it doesn't dissolve and makes it permanent until destroyed. If fire is used to destroy the webbing, with or without the webbing, fire deals double damage to the webbing. Web: The web shooter can fire a web that can entangle up to a large sized target with a successful ranged touch attack with a range of 100 ft, a range increment of 20 ft. The web has an Escape DC 26, Break DC 28 and 12 Hit Points. If more than web is used to entangle a target of up to large size, increase Escape and Break DCs by +1 per web up to a maximum of +5, and increase Hit Points by +3 per added web. If hardening agent added, the webbing gains +5 to Escape and Break DCs and Hit Points. The web can be used to strap items to a surface, able to support up to 500 lbs, plus 200 lbs per additional web to hold an object of up to large size. Alternatively, the wielder can use a web to cover an area, with each web covering a 10 foot by 10 foot area, with larger areas requiring additional webs fired, preferably with two shooters. Large web sheets require more time to make, and the first web must have at least two anchor points. Uses two charges per web. Line: The wielder can fire a grapple type line that can be used to swing or climb up to 200 feet. Acts like a grappling gun. Alternatively, the wielder can use it to strike a target and pull it towards him/her, up to 500 lbs, +200 lbs per additional line added. Unwilling targets can make opposed Strength checks to not be dragged towards the wielder. Each line uses two charges. Web Shot: This is a tightly bundled ball of webbing that can be used to strike opponents from a distance, but doesn't stick or entangle them. A ranged attack is required, deals 2d4 points of bludgeoning damage with a range increment of 60 feet out to 5 range increments. Each web shot uses one charge. Blind Shot: This is similar to the web shot, only it doesn't deal damage and is used to cover a target's head or sensors, a successful ranged attack that deals 1 point of bludgeoning damage, plus the target must make a Reflex save DC 16 or be blinded until the webbing is removed. A successful Reflex save means the target turned their head enough to not have the webbing strikes their eyes. This works on targets up to large size. Other sensory organs or systems can be targeted, such as ears or mouth, making the target deaf or mute. Removing the webbing requires a Strength check DC 18 to rip off, or Break DC 20. Uses one charge. Cocoon: The wielder can encase a creature of up to medium size completely in webbing, immobilizing it. The target must be caught flat footed, or entangled to easily cocoon the target. The web cocoon has an Escaped DC 35, Break DC 32 and 20 Hit points, rendering the target completely immobile. Uses three charges. Larger targets requires 2 additional charges per size increase, gains +5 hit points. Weight: 2 lbs each Payload: 30 charges. PDC: 20 Web Cartridge These cartridges are filled with a liquid that when exposed to air creates a web like material that can be used to create webs just like a spider. Each cartridge is about half an inch diameter and 2 inches long, weighing 8 oz. with 30 charges for a standard web shooter. PDC: 12 for 5 cartridges. [/QUOTE]
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