Monday, February 4, 2019

GLOG Class: Screw it. Spider-Man.

So I'm running a Spider and Man game, and then I got to thinking...

Well no, no I didn't. This class shows a complete and utter lack of thinking. But if there were thoughts going through my tiny brain at the time it farted out this... thing, they'd be something along the lines of, "Hey, what if I did the worst possible thing and tried to make a specific character in an RPG that uses rules almost entirely contrary to the tone and style of the source material? That sounds great!"

I guess it's a bit better that Spider-Man has become kind of an set of traits shared by many characters (Spider-Man, Other Spider-Man, Spider-Woman, Other Spider-Woman, Silk, etc). I dunno.

And yes, I stole the C template powers from the Acrobat class. Whatever.

Anyways, here's Wonder-Wall.


Spider-Man Knock Off - Bug Eyed Monster
Arachno-Guy, in all his glory!
credit to http://bugeyedmonster.com for the picture




Class: Literally Just Spider-Man

Spider-Man starts with a mask, Great Power, and Great Responsibility
Starting Skill: 1= Scientist, 2= Student, 3= Spider(s)

A: Wall-Crawling, "I Saw Wrestling On TV Once"
B: Web-Slinging, Web-Swinging
C: Spider-Acrobatics, Spider-Feet
D: Spidey-Sense

Wall-Crawling
You can crawl on walls. Subtract 4 from your Move while moving around on a horizontal or vertical surface. Still, you can do it all day so whatever.

"I Saw Wrestling On TV Once"
Your spider DNA gives you the proportional martial arts skills of a spider. And while that might not seem like much, keep in mind spiders are really small, and black belts in Krav Maga. You can punch people and deal 1d6 damage.

Web-Slinging
You finally figured out how to make those web-shooters you were working on! Or maybe your latent ability to spin web from your hands just manifested. Either way, you can now shoot web to web up people. Make an Attack roll against the opponent's Dexterity. If you win, the other person can't Move until someone takes a turn to remove the web, or an hour passes. Probably the first one, but still. If you have them restrained maybe you can web their hands together or something that'd stop them from freeing themselves. I dunno, it's your GMs table, I'm just some guy on the internet.

Web-Swinging
You can swing from a web. Like, I don't really know how to accurately describe this so I'll just say if you could hang a pendulum from some object in the scene and swing it from where you're standing to where you want to go, you can do it. You can still only move your Move in one turn though, so it might take multiple turns to get where you want.

Spider-Acrobatics
You can jump 2x as far. You also don't subtract anything from your Move while Wall-Crawling anymore.

Spider-Feet
Wow that's a terrible name. Anyways, treat your falls as if they were 20' shorter, you get +4 Defense against attacks that you provoked by moving past/away from an enemy.

Spidey-Sense
If you are surprised, you have a 50% chance to act on the surprise round anyway. Also you have a vague sense of when danger is coming. Like, of any kind. Plane crash, stock market crash, remastering Crash, anything bad really.

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