Tuesday, June 7, 2022

Spiderkids (TFP Class)

A class made specifically for James Young's Ten Foot Polemic/Precis game, based on wackiness in universe.

Class: The Spiderkids

Once upon a time a group of adventurers made a bargain with the Demon Spider Queen Arach-Nacha for immunity from the poisonous bite of her demon-spider subjects. Amongst this group were the prophet of Ninhursag soon to be world saviour POWERLAD. Little did these adventurers know, that the price of the immunity was more than they could have bargained for, for within them gestated the Spawn of Arach-Nacha!


Arach-Nacha (according to one eye-witness)

Over the coming weeks, as a continuing part of the bargain, small spiderlings were scooped out of the intrepid heroes' bellies, resulting in a small swarm of arachnids bearing a strong family resemblance to those who brought them to term.

Spiderkid

The party would eventually escape the halls of the Spider-Queen, they were left with the matter of the swarms of offspring. Fortunately (or unfortunately, depending on your point of view), these lost little spiders were adopted by the group's kind-hearted lawyer Sir Robyn.

Raising Spiders

Sir Robyn, along with his long suffering familiars Professors Scamps and Snuggles, tried his best to be a good father to his multitudinous adoptive children. The results were... mixed, but not any worse than any other parent, right? Growing from mewling larvae, to poorly disciplined teenagers, and eventually to adventurers themselves the Spiderkids flourished.

Robyn insisted the Spiderkids all get jobs 

The Spiderkids were not even robbed of maternal contact, after their mother Arach-Nacha came back on the scene, joining up with the heroic adventurers and marrying the Space Elf Godhead to be; Galaxy Johnson.

So romantic

Accompanying the heroes of the End Times along on their quest the Spiders became valued members of the group, or at least a noticeable liability. The Spiders rubbed shoulders with the towering names of the age. Styx, Goblin King of Fate; Bertha, Leader of the Necromancers, Dumbledorris the All-Consuming; Space Messiah Galaxy Johnson; and of course the greatest of heroes, the mighty POWERLAD.

Adventurers all! Through and through

Although many Spiders lost their lives in pursuit of fame, glory, fortune, and a will to save the world, one rose above the rest to take his place amongst the great names of that glorious age. A mighty warrior who would raise his blade to defend those in need, and strike down evil. Who would follow in the heroic path of his biological father POWERLAD. Robyn Jr., known to his family as RJ, but known to the world forever as Lonely Blade!

Robyn Wooster Jr. called RJ

AKA Lonely Blade!

Spiders in New Moondin

After the great battle of the endtimes, in which many Spiders gave their lives, and the poisons of their demonic matriarch were crucial in saving the world, the Spiderkids settled with the other inhabitants of New Moondin and struggled through the first fraught thirteen years of troubles. Miraculously, the colony of Spiders not only survived, but flourished, founding the well known Spider-Temple, and becoming one of the many branches of faiths worshiping the great POWERLAD.

After the hard years the Spiders took a leading role in all parts of the community, from food service, to communications, to legal advice to journalism.

Mild mannered photojournalist Parker Peters is hounded by his Editor
for pictures of local vigilante Spider-spider

However, these good times were not destined to last forever. Dark times came, a time of Angels and Demons when the Spiders were held in bondage to their own fears and darkness. Although all was felt lost, Red Wooster (human sister to the original generation of Spiders, and extended cousin/aunt/relative to the rest) along with Jeremy Wizard freed the Spiders from their imprisonment, and burnt the once great Spider Temple to the ground.

The Spider Temple burns

The Spider Temple is no more, and with that the myriad Spiders must find their own way in the world. To rebuild their shattered church, to follow in the footsteps of their heroic and monstrous forebears, and to just get along as best they can in the Post-Apocalypse.

Rules Malarky
Hit Dice: d6
Experience Track: As Fighter
Saves: As Fighter

Special Abilities:

Wall Climbing: Automatically have 6 in 6 Climb. You're a spider after all
Webbing: Given enough time you can slowly spin a reasonably sticky, surprisingly flammable web.
Carapace: You always count as wearing leather armour, but you are unable to wear any other armour not specifically engineered to your form
Insect Limbs: You have insect limbs, so although you can lug things about in a workmanlike way, you cannot handle anything dexterously. You take time in working most tools, and cannot hold any weapons
Fangs: Although you can't hold weapons, you always have your fangs (1d6 Shanky)

Super-Special-Spider Powers!

Due to the unique heritage and upbringing of the Spider-Kids, starting at first level and once every subsequent level, you gain one power from the following table. (Unless otherwise noted, rolling the same result twice results in a re-roll)

1
 Your webbing is now strong enough to hold your weight, and swift enough to be shot like spiderman! Have fun with your new webslinger
2
A dynamic and eclectic sense of fashion is a hallmark of spiderkind. You gain a +1 to reaction rolls when you are wearing clean, stylish clothes.
3
You inherit the inborn stealthiness of spiderkind you gain +1 to stealth. (Multiple rolls of this result stack up to 6 in 6)
4
Spiders are all well connected following the example of their mentor "Shady" Dave Shadwell. You can always have at least one obol of your cash immediately as a dose of any drug (you were retroactively holding it the whole time). Even if you have no money, you always have the last puff of a roach, or half a line, or whatever.
5
Hardened carapace; your carapace is especially hard and you count as always wearing chainmail, without encumbrance! A second result yields you a carapace as hard as plate! (Further result reroll)
6
Spiderkids have a long history of work in the food service industry. You always have an extra +1 when preparing foods
7
Spiderkids have a history with medicine, both expertly and inexpertly applied. You gain +1 to First Aid (Multiple rolls of this result stack up to 6 in 6)
8
Spiderkids are naturally dexterous, with all that running about and climbing and whatnot. You have excelled even above the norm for your family. Gain +1 Dex (Multiple rolls of this result stack)
9
You are a fully ordained Spider Priest. You can request minor favours from the Spider Temple whilst in town. You also gain a +2 reaction bonus from POWERLAD allied religions, and anyone who has respect for the clergy.
10
All spiders can skitter and scamper, and you are especially good at it. When unsurprised and on a wall or roof, you gain +2 to your AC
11
Spiderkind are well known for being able to construct traps and communications arrays out of webbing. You gain +2 Tinkering when utilizing webbing and +1 otherwise (Mutiple rolls of this result stack up to 6 in 6)
12
Either due to excellent night vision, an array of small web feelers, or just some sort of "spider-sense" you have a preternatural awareness in the dark. Whilst in dark and shadowy environs you have +2 Awareness.
13
Spiders are natural hunters and you are no exception. You can always hunt food enough for yourself in the wilderness, and gain a +1 bonus to Bushcraft to hunt food for others.
14
Red Letter Journalist. You are one of the many spiderkids employed as a roving reporter for the Red Letter. Every time rumours are rolled you gain two rolls! Additionally, if you spend money on philanthropy, you can roll twice and take the better result (with great PR comes great responsibility)
15
Innocuous, despite being a giant spider you seem to blend into crowds easily. It's probably to do with growing up around a hundred identical siblings. Anytime you wish you can fade into the background of a scene (wander into a crowd, drift away from the tour, etc.) Roll 2d6 and add your CHA modifier. If the result is below 7 people sort of forget you were there.
16
City Administrator. You have a real honest-to-goodness job. You were a civil servant and administrator before everything went to crap. When in any large settlement you can gain comfortable conditions and 1sp per day from being gainfully employed in administration. You gain a +2 reaction bonus when dealing with fellow bureaucrats.
17
You know the technique of fashioning a spidersilk parachute, and are assumed to have one on you at all times. You can fall from any height without taking damage, and can even paraglide on it if tied to a cart. Given ten minutes of work you can fashion another for someone else, but without constant maintenance will likely only work once.
18
Spider speed, once per combat you can act in both your own turn and the enemy's round of initiative.
19
Your fangs came in even more so than your siblings. Although you were always bullied about it in spider middle school, you feel like you have come into your own. Your fangs are 1d8 Shanky weapons
20
Little cousin: You have a little cousin who follows you everywhere. Essentially a small henchman, has all the same spiderkid special abilities, but has only 1hp and will not take any actions in combat other than cower at the back. If your cousin is killed, you will be without a cousin until you return to a Spider colony, at which point another will attach itself you you.
21
You have followed in the footsteps of your illustrious relative Lonely Blade, you gain +1 to your attack bonus. (Multiple rolls of this result stack)
22
A strong sensual musk is an attractive quality of a spider of taste and distinction, although some may find the odour too mature for their plebeian taste. Every reaction roll, roll a d10 on a 1-6 you gain +3 to the reaction. On a 7- 10 it is instead a -3. [60% of the time, it works every time]
23
You have fortunately inherited a chunk of RJ's vast literature collection and are sophisticated enough to understand it. You have a large number of comic book adaptations of the POWERLAD novels (takes up 1 inventory space). Given the wide range of misadventures of the mighty LAD you may consult them as if they were a book on any general subject once per day. 
24
Lonely Blade was honourable, ever alert, and watchful. You have walked in his path, as one of honour you can always smell out dishonour. Once per session you may save vs Law to find the betrayer in any group.
25
The Legend of Lonely Blade provided many instructional moments, including pointedly what not to do. You gain +1 to all saves if the party engages in a course of action you have advised them against. 
26
You have studied the secret techniques of that ancient master Lonely Blade, you gain +1 to your attack bonus. (Multiple rolls of this result stack) 
27
You have followed in the noble path of perfecting anime waifu simulators. As such, once a session you can discern with unerring accuracy any particular character's secret crush.
28
You have studied the legends of RJ the Lonely Blade. With great diligence you have mastered the martial arts, you gain +1 to your attack bonus (Multiple rolls of this result stack)
29
With a combination of martial training, and reliance on  Spider instincts you have developed your own unique fighting style incorporating your unique physiology. You always add your level as bonus to a wresting attempt.
30
RJ "Lonely Blade" Wooster was a devotee of a grab-bag of culture that may or may not have existed. Some form of cross temporal multidimensional interference led to him being steeped in the culture of anime in a universe where such a thing never existed. You have followed in his footsteps, and gained much from delving into the arcane lore. You can gain a +2 bonus to any roll whatsoever if you can justify it with a reference to anime or manga (the more obscure and/or embarrassing the better), however you also gain a permanent -2 to reaction roles as you are compelled to shoehorn references to anime into otherwise mundane social interactions.
31
Lonely Blade taught that his carapaced body was a temple. A temple best filled to the brim with doritos, pocky, and lucky strike cigarettes. Thanks to following his strict diet regime, you too have developed an impressively husky physique. You gain +1 to your Constitution score (Multiple rolls of this result stack)
32
Lonely Blade was as vigilant as the hawk, with a mind as calm as still water, and an instinctual sense of truth and justice.... or so the legend goes. Following along his path has brought you enlightenment and you gain +1 to your Wisdom score (Multiple rolls of this result stack)
33
Although Lonely Blade perished, his spirit lived on to guide those who would tread in his path. The spirit of Lonely Blade came to you, and gifted you with ghostly powers to aid you on your quest. Once per day you can transform into an insubstatial spirit for about 5 seconds. This isn't much, but it's enough time to phase through a wall, or to escape binding ropes, or even to allow an enemy attack to pass harmlessly though you (unless they remembered to have silvered weapons, in which case TS).
34
So many times Lonely Blade cheated death when it should have come for him. Something of that charmed life has passed to you. An aura of protection, of improbable survivability, surrounds you. Any time that you would otherwise die, you may expend this power to be instantly saved by an improbable Deus Ex Machina which will (apropos of the moment) whisk you away to safety and leave you with full hitpoints, all gear repaired, and probably a complimentary sundae. Rerolls of this result give you extra charges of your bullshit survival powers.
35
Lonely Blade may have been a lot of things, but cowardly was not one of them. In fact a certain suicidal bravery was a definite mark of his character. You have taken after your illustrious forebear, and have this burden to carry. If there is a situation in which all seems lost, masses of overpowering enemies, waves of villains, you may hurl yourself into the fray alone to gain twice your level in combat bonus, but you will fall to zero HP immediately at the end of the conflict.
36
You have heard of your forebear RJ (or "Lonely Blade" as he insisted on styling himself), and you frankly want nothing to do with him. You keep your clothes neat and clean, reject all junk food, and studiously avoid pretensions towards faux-anime culture. As a result you gain a +1 reaction bonus for being a sensible and well-spoken spider.
37
You were trained by your loving, if somewhat batty, aunt/sister/cousin Red, the world's greatest duellist. You gain the ability to parry blows, much like a duellist with a sword. When parrying your AC increases by +4, and if an attack would have missed your unmodified AC you gaina free counterattack.
38
You have been trained in the martial arts by the legacy of Knights following in the footsteps of Red, World's Greatest Duellist. You are recognised as a member of this esteemed order of heroes and gain a +1 reaction bonus if you present yourself as a champion of all things good and just. You also gain a +1 bonus to attack.
39
You have the familial trait of gaining friends easily. Any time you interact with a new faction you can attempt to roll under your Charisma on a d20. If you succeed, one of the NPCs in the group is a long lost friend of yours! 
40
You studied the Blade. While they were doing drugs, you studied the Blade. While they were engaged in premarital sex, you practiced the Blade. While they spent months at the gym for the sake of vanity, you used the Blade. Now the Demons are here and they're all unprepared, except for you. For you studied the Blade. You have trained enough that you can wield a shitty mall-bought katana. You gain your level as a bonus to attack, but only when wielding your shitty mall-bought katana. You can still not wield other weapons. (Shitty Mall-bought Katana: d8 Damage. If a 1 is rolled for damage, the whole thing falls apart and must be repaired or replaced)
41
 You have been noticed as a favoured grandchild of Sir Robyn, and he will keep turning up to make your life easier or more interesting depending on his whim. Once per session you can attempt to call out to him, on a 20 on a d20 he shows up inexplicably out of nowhere and acts in his usual capricious and godlike fashion. 
42
You have inherited the family propensity for studying the mysteries of the universe. You gain +1 to Arcana (Multiple rolls of this result stack up to 6 in 6)
43
You have learned from your connection to the great Sir Robyn that Language is power. You gain +1 to Languages, and automatically pass your next Languages check (Multiple rolls of this result stack up to 6 in 6)
44
You have taken up the martial tradition of your forebear Sir Robyn and with much study and exercise learned how to wield a brace of pistols. Either by gripping with multiple legs, or perhaps manipulating them with your pedipalps, however you have learned you can now utilize pistols and gain a +1 to hit with them.
45
"The greatest gift one can possess is a sharp and insightful mind" -Sir Robyn Wooster
Following in the path of your well-educated forebear, you have quite a brain on you. Gain +1 to your Intelligence score. (Multiple rolls of this result stack)
46
"To be a charming simpleton is infinitely to be preferred over being a boorish genius" -Sir Robyn Wooster
It's not what you know, it's who you know. You have taken this maxim much to heart and gain +1 to your Charisma score. (Multiple rolls of this result stack)
47
You took the advice of your parents, followed the family tradition, and went to Law School. You are a fully qualified Lawyer and licensed to practice wherever you may find yourself (extending even to heaven, hell, and multiple dimensions). 
48
You have inherited the hereditary sinecure of Emissary to the Bee People. You can speak the bee language (a sort of buzzing whirring susurrus) and are extended all relevant diplomatic credentials of your post.
49
You have a reverence and connection with Angels. You can understand and speak Angelic Binary, and appear as Lawful when scanned by these beings. Unless malfunctioning or in scorched earth mode, they will respond in as helpful a manner as possible to reasonable requests put forwards by you.
50
You have an affinity with the small procyonids known as raccoons. You have a loyal companion raccoon which will attempt to assist you in any way it can (but is otherwise a mundane raccoon of distinctly raccoon level intelligence), as well as always being well received by any raccoons you might otherwise meet. Any raccoon themed monster will never intentionally harm you.
51
You have inherited some of Sir Robyn's affinity for the mystical and magical. You know one random spell, which you can cast 1/day as a Magic User equal to your level.
52
You have been somewhat affected by the propensity of your extended family to go messing about in the time stream. Once a session you can attempt to fetch a random item from the beforetime. 1d4: 1) Iron Ration, 2) Mundane Equipment, 3) Weapon, 4) Treasure (Exact details are left up to the DM)
53
You are blessed by your family's connection with the Dharga. The nature of great consumption imbues you, and you always gain the maximum benefit from any ration you consume. Additionally, you receive a +2 reaction bonus from followers of the Dharga.
54
Magic should not be able to be passed on genetically, and even if it were there is no genetic link between yourself and Sir Robyn. But magic is funny stuff, and it seems to have leaked into you through some kind of multidimensional ripple effect. You know one random spell, which you can cast 1/day as a Magic User equal to your level.
55
Wine is the lifeblood! In Vino Veritas! Etc! You have, unfortunately, inherited Sir Robyn's propensity to overindulge in the vine. You get a +1 to all physical rolls whenever you are good and buzzed, but a -1 to anything involving perception or clear thinking.
56
You collect 4D Art. You have a detailed knowledge of the subject, and carry one spatio-temporally uncertain sculpture with you. The sculpture does not obey the usual rules of causality, and often phases through other physical objects, but will always remain with you. It is not otherwise remarkable outside of being an exceptional work of art
57
You learned long ago that the only way to gamble is with a rigged deck. You are adept at fixing odds, stacking decks, and weighting dice. You are assumed to be able to easily rig unimportant card games and the like. Whenever rolling to determine games of chance, you roll twice and take the better result.
58
You were raised on great stories of the Epic Dragonboat Race! You have devoted a considerable amount of time and passion to mastering the ways of water-going vessels. You gain a +1 to your Piloting skill, and always count your piloting as one higher when on a watercraft. (Multiple rolls of this result stack up to 6 in 6)
59
Magic flows through you and grants you powers beyond any mere mortal Spiderkid!  You know one random spell, which you can cast 1/day as a Magic User equal to your level.
60
You are a master of contracts. You have learned at the feet of the multidimensional master of legal chicanery. Any contract you make is magically enforceable, and effectively unbreakable without resort to great magics. You also have a better than average ability to sniff out tricks and problematic clauses in contracts presented to you.
61
Poison is OP! You have inherited the great power, and great responsibility of a poisoned bite. You may now spend 1 hp to cause your bite to inject save or die poison (hp is spent before attack roll).
62
Poison is part of you, you have inherited from your Demon-Spider ancestress a natural immunity to all poisons. On the upside, you can never be poisoned by anything! On the downside, you will never be effected by any recreational drugs either.
63
Once per day you can alter your form into that of a human. In this form you lose your webbing, climbing, and biting abilities, as well as your natural armour. However, you can interact with the world as a human would, use tools and weapons and generally pretend not to be a giant spider. Your form is always conventionally attractive, and the transformation can be maintained for a number of hours equal to your level.
64
You have inherited the hypnotic powers of the Demon Queen Arach-Nacha. Once per day you can issue a Command to a creature that can understand you. The target must succeed in a save against magic, or be compelled to follow the action instructed. The command is a single sentence and cannot be to cause themselves direct harm. "Stab yourself" would not work "Stab your friend" would. The commands can be open-ended as to their duration, but not infinite. "Serve me forever" would not work "Sit on your hands until I tell you otherwise" would.
65
The Demon Blood runs strong in your veins, and you naturally command the loyalty of a number of imps and sprites. In addition to gaining a +1 reaction bonus with all demons, you have a group of small imps that are near mindless but quite devoted to you. You have half your level in slavishly devoted imps that gambol around you and obey your wishes to the best of their understanding and ability. If any are squished replacement ones will appear over the course of the next 24 hours.
66
At the end of your limbs, and possibly amongst your pedipalps as well, you have tiny creepy baby-like hands. They are very weird looking and disconcerting. However, you can now utilize tools and weapons as a human character would.
67
Arach-Nacha was quite devoted to jewelry, and so are you. You gain double xp for any treasure which is in the form of  jewelry and you can never be affected by any curses originating from rings, torcs, necklaces, etc. 
68
Much of the future is known to you. Your Demon Blood calls forth the truth of things to come, reading the secret signs by occult means. Once per session you may ask the DM a question about the future, a location, or a character, the answer will be true but possibly cryptic.
69
Arach-Nacha was a Demon of lust and seduction... also Spiders. You have inherited a great deal of her charm and raw power to sway the minds and emotions of others. You gain a +2 to reaction rolls when attempting to sway a character using your seductive mein.
70
You learned of the time when the Demon Queen was bushwhacked by a bunch of adventurers and tied up in a sack. You resolved to never let that happen to you. Any time you are restrained (tied up/chained up/tangled in vines/stuck with glue) you can spend an action to immediately free yourself.
71
Through your connection to the great and otherworldly Galaxy Johnson, you have extended your perception beyond the gates of thought and into realms beyond sight. Your heightened senses allow you to see in absolute darkness, and even detect unseen creatures as you feel their tremors in the air. 
72
Once per day you can call on the power of the consort of Arach-Nacha to lift your enemies into the heavens. The target creature is bathed in light and starts to slowly rise into the air at a rate of 10' per round. You choose whether they fall gently. Unwilling targets get a Save vs Law. Lasts 1 round/level.
73
The stories of Coalminer Dan, alter-ego to Arach-Nacha' s consort provided much needed insight to you in how to treat hirelings, henchmen, and other help. When calculating henchman loyalty, and number of followers accrued you count as having a Charisma score of 18.
74
You have learned from family histories of the great connection between the Johnson clan and mining. You have taken it upon yourself to keep the ancient traditions alive. You have learned to manipulate a number of mining tools, and can dig twice as fast as a regular character. Also, if randomly determining valuables found from mining, you roll twice and keep the better result.
75
You have inherited a skerrick of the mysterious shadow powers of Galaxy Johnson. Once per day, for a number of rounds equal to your level, you can manipulate shadows as if they were physical things. You can crawl underneath them like a blanket, wield them as weapons, or even attempt to tie people up with them. 
76
Arguably the most famous legacy of Galaxy Johnson was his prolific literary abilities, this muse has passed on to you. If you forgo the benefits of rest for one evening you can instead descend into a literary trance, and create a new book from the ether. The book you have written will be of a randomly determined subject.
77
The consort of Arach-Nacha, Galaxy Johnson, was committed to the mind expanding powers of psychoactive chemicals. You have followed in this path to your great enlightenment. Any time you ingest drugs you double the positive effects. 
78
Galaxy Johnson knew that to fight and run away was to live to fight another day. You have scuttled well in his footsteps and it has kept you safe. When rolling for pursuit or escape you may roll twice and take the better result.
79
You have been blessed by the Chariots of the Gods, the lights in the sky, aliens! Even for a giant demon spider you are creepy and otherworldly. Once per day you can call on the power of alien technology to generate a glowing field for a number of rounds equal to your level. This field will give you +2 AC as attacks bounce harmlessly off its glowing energy.
80
By some complicated and Byzantine reckoning you are recognised as the legitimate heir to the throne of Arach-Nacha, the Demon Queen of Spiders. You are recognised as the (largely ceremonial) monarch of all Spiderkids, and will be treated with all the reverence due to your royal position by all Demons and Arthropods.
81
Legacy of your POWERFUL lineage, you have truly Anime Protagonist levels of Amazing Hair. Spiked and jagged, you gain a +1 reaction bonus from being impeccably coiffed. People will always remark on your hair before anything else.
82
Lightning crackles across your body, legacy of the blood of POWERLAD running through your veins. Once per day you can cause this lightning to burst forth to devastating effect. All creatures (friend or foe) within 10' of you suffer 1d6 lightning damage, and must make a save against stun or be paralyzed for a round.
83
You have been blessed by POWERLAD and granted a miracle to bring his light to the world. Once per day you may Sacrifice your HP to grant it to someone within 50’. Plasma-globe lightning connects you, dealing the same amount of Lightning damage to creatures in between (they get a Save vs Blast to avoid). Additionally, you are treated by other members of the Hyperchurch as an ordained priest.
84
POWERLAD was not only a great hero who saved the world, he was also a humble crossbow maker. You have dedicated yourself to mastering this aspect of your noble ancestor's life journey. To this end, you can now wield crossbows, additionally you gain +1 when using them.
85
The most famous technique employed by POWERLAD was of course his missile punch. Following in the grueling training regime espoused by POWERLAD, and drawing on your genetic connection to his legacy, once per day you may attempt to perform the missile punch. You must declare this before your attack, if the attack misses there is no effect, if it hits you deal an extra 1d4 per level as bright white missiles join with your strike.
86
POWERLAD was above all other things, a devoted follower of the Dragon Ninhursag. Due to the great connection with the Dragon, some of those powers have come down to you. You can hear the strength and direction of beating hearts within 50' even through stone. If in your field of view you can see the whole circulatory system and dark patches where disease lies in their body.
87
You have inherited the incredible powers of romance which POWERLAD possessed. Once per session you can attempt to have any given NPC fall in love with you. The target must make a save vs Law or fall head over heels in love with you. This is not any form of charm or mind control however, and there is no way of telling if they will be sweet, tsundere, or full on Misery. Also, be wary of attempting this too often lest your life become a telenovela. 
88
Being descended from the hero, your body is closer to the relics of POWERLAD than any mundane material. Your carapace counts as Saviourbone for rules purposes, and you can inscribe runes into yourself (to a limit of one rune per level), choose wisely as they cannot be erased.
89
The legacy of POWERLAD is not only that of magic and heroism, there was also something  opened that may have been best left closed: the gates of the multiverse! You have been affected by the knock on effects of your progenitor, and once per session may re-roll any failed roll as multiple possible futures coalesce and collapse upon each other. However the ripples of this flow back through time, and once per session the DM may cause you to reroll a successful roll.
90
You have learned the ancient art to Punch! You can now make unarmed strikes with your balled up...uh, fists? Legs? Spider bits? In any case, rather than biting you can strike for 1d4, but your to hit bonus with this attack will be equal to your level! 
91
POWERLAD is always remembered as a great hero and a warrior par excellence, but many forget he was also a wizard. Having been gifted with some heriloom spellbooks that once belonged to the mighty lad, you have found that you have some skill in that direction too. You know one random spell, which you can cast 1/day as a Magic User equal to your level.
92
You have gained the favour of POWERLAD and it shows in your great size. You are no longer a regular sized giant spider, you are a real big chonky boi! You are about twice the size of a regular spiderkid and your size is naturally impressive. If your strength was below 10 it immediately raises to 10 (no change otherwise) and you permanently gain an extra 10 hp. From this level onwards your hit dice is a d12.
93
POWERLAD favoured above all other weapons his great hammer. In devotion to this legacy you have taught yourself to be able to weild these holy objects. You can now wield hammers as a normal character would. In addition, you gain a +1 to hit when attacking with hammers.
94
Your great ancestor POWERLAD was renowned for his skills with tools and inventions. Part of this skill has been passed down you you gain +1 Tinkering (Multiple rolls of this result stack up to 6 in 6)
95
The way of POWERLAD was the way of a powerful physique. You have inherited a touch of this exceptional physical stamina and gain +1 to your Constitution score (Multiple rolls of this result stack)
96
Strength of body strength of character, this was the way of POWERLAD. You have inherited a measure of your forebear's impressive physical prowess. You gain +1 to your Strength score (Multiple rolls of this result stack)
97
More than anything else, POWERLAD was a hero. You have taken on this mantle, to be a champion of righteousness, and a saviour of the downtrodden. You gain +1 to all rolls when performing deeds of unquestionable heroism. However, you gain a -1 penalty to run away, or when performing unquestionably selfish actions.
98
A great hero, and a man of great appetites POWERLAD was famed for his heroic nights out on the lash. When carousing you gain an extra +10% bonus to xp. 
99
The legacy of POWERLAD is one of great kindness and compassion. You have taken after your saintly forefather and gain +1 to your Wisdom score (Multiple rolls of this result stack)
100
You are POWERLAD reborn! The very image of your glorious ancestor... if he had been an eight legged demon spider. You are recognised as something of a saint by all Churches that worship an aspect of POWERLAD. Additionally, you gain +4 to your Strength score, and an immunity to electrical damage of any kind.




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