Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
3 | 5 | 5 | 29 | 1 | 1 | 5 | 24 |
- Greater Extended Penalty Increase
- Powers that are extended with Penalty Power Duration Increase have the effect increased to 5.
- Greater Penalty Power Duration Increase
- Powers with a Duration of 2 or greater last 4 more rounds granting a Penalty of 1 from one effect. No other effects are extended.
d20 +29 to Attack Spirit Defense | +40 to Healing
- Basic Attack
- This is Giant Funnel Web Spider's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Giant Funnel Web Spider's Combat Maneuvers.
- Disable the Dangerous
- Seeing that a morsel of food might be a bit dangerous you jump it, deliver a powerful dose of poison, then leap out. This will weaken the tasty bite so there is less risk it will bite back.
- Attack -6 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Defenses -4 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
d20 +29 to Attack Spirit Defense | +40 to Healing
- Liquify Insides
- You inject horrible venom into your enemy to liquify their insides. You then feast on the results of your work.
- 1d12 Healing (7) Target: Creature (1) Range: Self Duration: 5 Rounds
- Damage -21 Target: Creature (1) Range: 1 Space Duration: 5 Rounds
- Weave Web
- You weave a web around your enemies in an effort to limit their movement.
- Defenses -3 Target: AOE (4x4) Range: 5 Spaces Duration: 2 Rounds
- Speed -5 Target: AOE (4x4) Range: 5 Spaces Duration: 2 Rounds
- Web Wrap Up
- You wrap your enemy in a thick blanket of webs! This severely reduces their Attack and Speed.
- Attack -9 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed -8 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Trapper
- These spiders have been known to dig cunning holes where prey animals might fall into and get stuck. The spider then connects the bottom of these holes to the larger nest for easy feeding.
- Brood Mother
- These giant spiders can often be found as a brood mother for many smaller spiderlings, especially when they are found in a nest.
- Spider Nests
- Spider nests are often filled with webs or set up in difficult to navigate areas. Up at the top of a cavern or cave, across wide chasms, and other dangerous places. GMs are encouraged to employ Environmental penalties, Movement penalties, traps, or any combination of to make the encounter more engaging and unique.
- Tactics
- They usually jump out of the safety of a small hole in the webs to attack their prey or intruders. They often times jump in to attack and then jump right back out hoping for their poison to the work while they are out of danger.
NPC Auto Assigned Bonuses
Giant Funnel Web Spider's Equipped Items
Giant Funnel Web Spider's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Disable the Dangerous
- Seeing that a morsel of food might be a bit dangerous you jump it, deliver a powerful dose of poison, then leap out. This will weaken the tasty bite so there is less risk it will bite back.
- Attack -6 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Defenses -4 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 4d10 Damage Target: Creature (1) Range: 8 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 5 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Liquify Insides
- You inject horrible venom into your enemy to liquify their insides. You then feast on the results of your work.
- 1d12 Healing Target: Creature (1) Range: Self Duration: 5 Rounds
- Damage -21 Target: Creature (1) Range: 1 Space Duration: 5 Rounds
- Weave Web
- You weave a web around your enemies in an effort to limit their movement.
- Defenses -3 Target: AOE (4x4) Range: 5 Spaces Duration: 2 Rounds
- Speed -5 Target: AOE (4x4) Range: 5 Spaces Duration: 2 Rounds
- Web Wrap Up
- You wrap your enemy in a thick blanket of webs! This severely reduces their Attack and Speed.
- Attack -9 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed -8 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Greater Defenses
- 'Add 4 to all Defenses.
- Greater Extended Penalty Increase
- 'Powers that are extended with Penalty Power Duration Increase have the effect increased to 5.
- Greater Penalty Power Duration Increase
- 'Powers with a Duration of 2 or greater last 4 more rounds granting a Penalty of 1 from one effect. No other effects are extended.
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