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MONSTER MONSTER Giant Huntsman Spider Giant Jumping Spider · 2019. 4. 25. · Robust Hunter:...

Date post: 08-Mar-2021
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Careful Careful Clever Clever Flashy Flashy Forceful Forceful Quick Quick Sneaky Sneaky WEIGHT Find more Fantastic Fate Resources at our Patreon Find more Fantastic Fate Resources at our Patreon WEIGHT Stress Stress ROLE ROLE Consequences Consequences Stunts Stunts MONSTER MONSTER Aspects Aspects Approaches Approaches Giant Huntsman Spider Giant Jumping Spider Average (+1) Fair (+2) Average (+1) Fair (+2) Mediocre (+0) Average (+1) Good (+3) Mediocre (+0) Fair (+2) Good (+3) Fair (+2) Average (+1) I Must Actively Hunt Prey I Must Ambush Prey Huge Hunting Arachnid Large Jumping Arachnid Acute Sense of Touch Incredible Vision Excellent Vision 4 (Huge) 2 (Large) Enemy: Good Threat Enemy: Good Hitter Nauseating Poison : Because I inject a potent poison with my bite, whenever I succeed with style on a Sneaky attack, I may give my opponent a Sickened aspect with a free invoke instead of gaining a boost. Robust Hunter: Because I have a thick exoskeleton, I get +2 to Forcefully defend against physical attacks. Pounce!: Because I ambush prey with powerful leaps, I deal +2 stress on a tied or better Sneaky attack, as long as I moved at least one zone before attacking. (I do not also gain a boost on a tie this way.)
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Page 1: MONSTER MONSTER Giant Huntsman Spider Giant Jumping Spider · 2019. 4. 25. · Robust Hunter: Because I have a thick exoskeleton, I get +2 to Forcefully defend against physical attacks.

Careful Careful

Clever Clever

Flashy Flashy

Forceful Forceful

Quick Quick

Sneaky Sneaky

WEIGHT

Find more Fantastic Fate Resources at our Patreon

Find more Fantastic Fate Resources at our Patreon

WEIGHT

Stress Stress

ROLE ROLE

Consequences Consequences

Stunts Stunts

MONSTER MONSTER

Aspects AspectsApproaches Approaches

Giant Huntsman Spider Giant Jumping Spider

Average (+1) Fair (+2)

Average (+1) Fair (+2)

Mediocre (+0) Average (+1)

Good (+3) Mediocre (+0)

Fair (+2) Good (+3)

Fair (+2) Average (+1)

I Must Actively Hunt Prey I Must Ambush Prey

Huge Hunting Arachnid Large Jumping Arachnid

Acute Sense of Touch Incredible Vision

Excellent Vision

4 (Huge) 2 (Large)Enemy: Good Threat Enemy: Good Hitter

Nauseating Poison: Because I inject a potent poison with my bite, whenever I succeed with style on a Sneaky attack, I may give my opponent a Sickened aspect with a free invoke instead of gaining a boost.

Robust Hunter: Because I have a thick exoskeleton, I get +2 to Forcefully defend against physical attacks.

Pounce!: Because I ambush prey with powerful leaps, I deal +2 stress on a tied or better Sneaky attack, as long as I moved at least one zone before attacking. (I do not also gain a boost on a tie this way.)

Page 2: MONSTER MONSTER Giant Huntsman Spider Giant Jumping Spider · 2019. 4. 25. · Robust Hunter: Because I have a thick exoskeleton, I get +2 to Forcefully defend against physical attacks.

Careful Careful

Clever Clever

Flashy Flashy

Forceful Forceful

Quick Quick

Sneaky Sneaky

WEIGHT

Find more Fantastic Fate Resources at our Patreon

Find more Fantastic Fate Resources at our Patreon

WEIGHT

Stress Stress

ROLE ROLE

Consequences Consequences

Stunts Stunts

MONSTER MONSTER

Aspects AspectsApproaches Approaches

Giant Orb-Weaver Spider Giant Trapdoor Spider

Good (+3) Fair (+2)

Fair (+2) Average (+1)

Mediocre (+0) Mediocre (+0)

Average (+1) Average (+1)

Average (+1) Fair (+2)

Fair (+2) Good (+3)

I Must Ensnare Prey in My Webs I Must Wait in Hiding for Prey

Huge Web-Weaving Arachnid Large Burrowing Arachnid

Incredibly Long Legs Sensitive Web of Tripwires

4 (Huge) 2 (Large)Enemy: Good Hitter Enemy: Good Hitter

Cocoon: Because I wrap my prey in strands of sticky silk, I gain an extra free invocation whenever I Carefully create an aspect related to ensnaring someone in my webs, such as Enmeshed, Trapped, or Wrapped Up.

Paralytic Poison: Because I inject a paralytic poison with my fangs, I get +2 to Sneakily create an aspect related to its debilitating effects on my victims, such as Benumbed, Enfeebled, or Weakened.

Camouflage: Because I am nearly undetectable when the lid to my burrow is closed, I get +2 to Sneakily defend against attacks and to oppose creating an advantage as long as I am benefiting from an aspect related to concealment, such as Burrowed, Concealed, or Out of Sight.

Page 3: MONSTER MONSTER Giant Huntsman Spider Giant Jumping Spider · 2019. 4. 25. · Robust Hunter: Because I have a thick exoskeleton, I get +2 to Forcefully defend against physical attacks.

Find more Fantastic Fate Resources at our Patreon Find more Fantastic Fate Resources at our Patreon

Optional Rules Optional Rules

Obstacle: Hazard Obstacle: Block

TypesTypes

Giant Spider Venom Giant Spider Webs

Great (+4) Nauseating Venom, Weapon: 1Great (+4) Paralytic Venom, Weapon: 1

Instead of attacking, hazards can also attempt to create an advantage using their skill rating. Nauseating Venom could create aspects like Sickened or Weak, while Paralytic Venom could create Slowed or Numbed. These work well for the Giant Hunting Spider and Giant Orb-Weaving Spider respectively.

Good (+3) Giant Spider Venom, Weapon: 2

A standard venom for the Giant Jumping Spider or the Giant Trapdoor Spider.

Superb (+5) Necrotic Venom, Weapon: 4

Necrotic venom is extremely dangerous and hard to cure. Use very sparingly.

Obstacles are things the heroes have to deal with, but unlike enemies, they can’t usually be attacked. Hazards are obstacles whose main purpose is to inflict stress on the heroes. Hazards have a skill rating, a name which doubles as both a skill and an aspect, and a weapon rating.

If using these optional rules, whenever a giant spider would create an aspect representing a hero being injected with venom from its bite, create a Giant Spider Venom hazard instead. Once injected, the hazard attacks the affected hero on the spider’s turn using its skill rating. On a successful attack, the venom deals stress as normal, plus additional stress equal to its weapon rating. (This means the venom deals stress on a tie, but does not also gain a boost.)

To get rid of Giant Spider Venom, a hero must make an overcome action against passive opposition equal to the hazard’s skill rating. If successful, the hazard is eliminated.

Good (+3) Giant Spider WebsSuperb (+5) Huge Spider Webs

Generally speaking, only a Giant Orb-Weaving Spider would spin a web during an encounter; other giant spiders capture prey by jumping on it or catching it with their fangs. But there might be Giant Spider Web blocks in the scene regardless of the type of giant spider encountered. They can also be used to represent a giant spider wrapping a weakened or 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 any action at all.

Obstacles are things the heroes have to deal with, but unlike enemies, they can’t usually be attacked. Blocks are obstacles that don’t attack heroes, but passively prevent movement and make certain types of actions harder. Blocks have a skill rating, a name which doubles as both a skill and an aspect, and occasionally a weapon rating.

If using these optional rules, whenever a giant spider would create an aspect representing it spinning a web, create a Giant Spider Web block in its zone instead. When a hero takes an action that is made more difficult because of a web, such as leaving or entering a zone with webs, or getting close enough to attack a giant spider in melee, they must first roll against the block’s skill rating as passive opposition. Failure means the block stops the hero’s action.

To get rid of Giant Spider Webs, a hero must make an overcome action against passive opposition equal to two steps higher than the block’s skill rating. If successful, the block is removed from the scene.


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