d20 +20 to Attack Body Defense | +29 to Damage
- Basic Attack
- This is Giant Funnel Web Spiderlings's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Giant Funnel Web Spiderlings's Combat Maneuvers.
- Base Power 1 Target Close Damage
- This is a template for a close range Damaging Power. Add it and then edit the name and description to fit your creation.
- 9d10 Damage (50) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +20 to Attack Body Defense | +29 to Damage
- Ridiculous Leap
- You move further than anyone thinks possible!
- Speed +7 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- 4d12 Damage (26) Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Found Near Nests
- Spiderlings are normally found in or near large spider nests. They are often found in great numbers.
- Very Young
- Though these larger spiders sometimes show remarkable intelligence these spiderlings are too young to know much about the world. They know little of natural dangers and this is often exploited by exterminators.
- Brood Mother
- A much larger and more powerful spider is often found with Spiderlings. The brood mother is very aggressive and often wise to the tricks of adventurers.
- 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.
- 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.
NPC Auto Assigned Bonuses
Giant Funnel Web Spiderlings's Equipped Items
Giant Funnel Web Spiderlings's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Base Power 1 Target Close Damage
- This is a template for a close range Damaging Power. Add it and then edit the name and description to fit your creation.
- 9d10 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Ridiculous Leap
- You move further than anyone thinks possible!
- Speed +7 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- 4d12 Damage 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.
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