Giant Huntsman Spider Giant Jumping Spider
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MONSTER MONSTER Giant Huntsman Spider Giant Jumping Spider Aspects Approaches Aspects Approaches Huge Hunting Arachnid Careful Average (+1) Large Jumping Arachnid Careful Fair (+2) Average (+1) Fair (+2) I Must Actively Hunt Prey Clever I Must Ambush Prey Clever Flashy Mediocre (+0) Flashy Average (+1) Acute Sense of Touch Incredible Vision Forceful Good (+3) Forceful Mediocre (+0) Excellent Vision Quick Fair (+2) Quick Good (+3) Sneaky Fair (+2) Sneaky Average (+1) Stunts Stunts Nauseating Poison: Because I inject a potent poison with my bite, Pounce!: Because I ambush prey with powerful leaps, I deal +2 whenever I succeed with style on a Sneaky attack, I may give my stress on a tied or better Sneaky attack, as long as I moved at opponent a Sickened aspect with a free invoke instead of gaining a least one zone before attacking. (I do not also gain a boost on a boost. tie this way.) Robust Hunter: Because I have a thick exoskeleton, I get +2 to Forcefully defend against physical attacks. Weight Role Weight Role 4 (Huge) Enemy: Good Threat 2 (Large) Enemy: Good Hitter Stress Consequences Stress Consequences Find more Fantastic Fate Find more Fantastic Fate Resources at our Patreon Resources at our Patreon MONSTER MONSTER Giant Orb-Weaver Spider Giant Trapdoor Spider Aspects Approaches Aspects Approaches Huge Web-Weaving Arachnid Careful Good (+3) Large Burrowing Arachnid Careful Fair (+2) Fair (+2) Average (+1) I Must Ensnare Prey in My Webs Clever I Must Wait in Hiding for Prey Clever Flashy Mediocre (+0) Flashy Mediocre (+0) Incredibly Long Legs Sensitive Web of Tripwires Forceful Average (+1) Forceful Average (+1) Quick Average (+1) Quick Fair (+2) Sneaky Fair (+2) Sneaky Good (+3) Stunts Stunts Cocoon: Because I wrap my prey in strands of sticky silk, I gain Camouflage: Because I am nearly undetectable when the lid to my an extra free invocation whenever I Carefully create an aspect burrow is closed, I get +2 to Sneakily defend against attacks and related to ensnaring someone in my webs, such as Enmeshed, to oppose creating an advantage as long as I am benefiting from Trapped, or Wrapped Up. an aspect related to concealment, such as Burrowed, Concealed, or Paralytic Poison: Because I inject a paralytic poison with my fangs, Out of Sight. I get +2 to Sneakily create an aspect related to its debilitating effects on my victims, such as Benumbed, Enfeebled, or Weakened. Weight Role Weight Role 4 (Huge) Enemy: Good Hitter 2 (Large) Enemy: Good Hitter Stress Consequences Stress Consequences Find more Fantastic Fate Find more Fantastic Fate Resources at our Patreon Resources at our Patreon Obstacle: Hazard Obstacle: Block Giant Spider Venom Giant Spider Webs Optional Rules Optional Rules Obstacles are things the heroes have to deal with, but unlike enemies, Obstacles are things the heroes have to deal with, but unlike enemies, they can’t usually be attacked. Hazards are obstacles whose main they can’t usually be attacked. Blocks are obstacles that don’t attack purpose is to inflict stress on the heroes. Hazards have a skill rating, a heroes, but passively prevent movement and make certain types of name which doubles as both a skill and an aspect, and a weapon rating. actions harder. Blocks have a skill rating, a name which doubles as both If using these optional rules, whenever a giant spider would create an a skill and an aspect, and occasionally a weapon rating. aspect representing a hero being injected with venom from its bite, If using these optional rules, whenever a giant spider would create an create a Giant Spider Venom hazard instead. Once injected, the hazard aspect representing it spinning a web, create a Giant Spider Web block attacks the affected hero on the spider’s turn using its skill rating. On in its zone instead. When a hero takes an action that is made more dif- a successful attack, the venom deals stress as normal, plus additional ficult because of a web, such as leaving or entering a zone with webs, stress equal to its weapon rating. (This means the venom deals stress on or getting close enough to attack a giant spider in melee, they must a tie, but does not also gain a boost.) first roll against the block’s skill rating as passive opposition. Failure To get rid of Giant Spider Venom, a hero must make an overcome means the block stops the hero’s action. action against passive opposition equal to the hazard’s skill rating. If To get rid of Giant Spider Webs, a hero must make an overcome action successful, the hazard is eliminated. against passive opposition equal to two steps higher than the block’s skill rating. If successful, the block is removed from the scene. Types Good (+3) Giant Spider Venom, Weapon: 2 Types A standard venom for the Giant Jumping Spider or the Giant Trapdoor Spider. Good (+3) Giant Spider Webs Superb (+5) Huge Spider Webs Great (+4) Nauseating Venom, Weapon: 1 Generally speaking, only a Giant Orb-Weaving Spider would spin a web Great (+4) Paralytic Venom, Weapon: 1 during an encounter; other giant spiders capture prey by jumping on it or Instead of attacking, hazards can also attempt to create an advantage catching it with their fangs. But there might be Giant Spider Web blocks using their skill rating. Nauseating Venom could create aspects like Sickened in the scene regardless of the type of giant spider encountered. They or Weak, while Paralytic Venom could create Slowed or Numbed. These work can also be used to represent a giant spider wrapping a weakened or well for the Giant Hunting Spider and Giant Orb-Weaving Spider respectively. immobilized victim in silk. In that case, the unfortunate hero would have to roll against the block’s skill as passive opposition to take just about Superb (+5) Necrotic Venom, Weapon: 4 any action at all. Necrotic venom is extremely dangerous and hard to cure. Use very sparingly. Find more Fantastic Fate Resources at our Patreon Find more Fantastic Fate Resources at our Patreon.