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Old 02-23-2010, 10:36 PM   #1
Nymdok
 
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Default Spider Abilities/Builds

Recently having done some research that I cant use for its orginal purpose, Ive decided to share in the hopes that it may Help Others. Like the L4D Zombie thread, this post will be the index to the actual ability builds that appear later in the thread.

This Thread will include builds for





Chasis:
  1. Hunter
  2. Hybrid
  3. Web Spinner


Limbs:
  1. Pedipalps (Arm type appendages)
  2. Chelicerea (Fangs)
  3. Legs
    1. Sensory Legs
    2. Scopula Pads (Clinging)
    3. Talus Claws
Venoms: (inspired from snakes as well as spiders)
  1. Neurotoxins (Nervous System)
    1. Fasciculins - Pain,Seziures
    2. Tarantella (Dancing) Venom
    3. Alpha NeuroToxins - Numbness,paralysis
  2. Mytoxins (Affects Muscles)
  3. Cardiotoxins (Heart Damage)
  4. Hematotoxins (Affects Blood Cells)
Webs from the following spider types:
  1. Orb Spider
  2. Bola Spider
  3. Spitting Spiders (area and target)
  4. Webcaster
Other Abilities:
  1. Urticating Hairs
  2. Stridulating Chelicerea (Affliction and Innate Attack)
Suitable Advantages:
  1. Sensory
  2. Other
Suitable Skills

Example Builds:

Tarentella

Butcher Spider

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Last edited by Nymdok; 03-08-2010 at 05:21 PM.
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Old 02-23-2010, 10:39 PM   #2
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Default Re: Spider Abilities/Builds

The first post alone makes me shudder. God I hate those things. Is there anything you want help with? I'm not really familiar with any of the technical definitions of various spider-related stuff as, previously mentioned, they give me the heebie-jeebies.
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Old 02-23-2010, 11:41 PM   #3
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Default Re: Spider Abilities/Builds

Limbs

Spiders, generally speaking, have no fine manipulators.

Spider limbs fall into these categories

Chelicerea/Fangs (2) [2 each = 4]
Striker (Impaling; Cannot Parry -40%; Limited arc-Front only -40%)

Notes: This is the standard spider attack that will deliver venom. Make sure to allow enough damage to penetrate the party's DR or else the venom wont be effective. For added difficulty, treat as pick/can get stuck. If anyone knows of a modifier value for this let me know.


Pedipalps


Basic:
Striker (Crushing; Limited Arc-Front Only -40%)[3 each]

Fantasy:
Striker(Cutting; Limited Arc-Front Only -40%)[5 each]


Pincers: From RPK
Giant Pincers/Claws [15 each + 15 for Arm ST]
Extra Arm (One handed grapples count as two handed) [5], Pincers are SM +3 (in addition to Current SM) [3], Striker Cutting [7]. Arm ST +3 [15]

Extra Large Pincers/Claws [14 each + 10 for Arm ST]
Extra Arm (One handed grapples count as two handed) [5], Pincers are SM +2 (in addition to Current SM) [2], Striker Cutting [7]. Arm ST +2 [10]

Large Pincers/Claws [13 each + 5 for Arm ST]
Extra Arm (One handed grapples count as two handed) [5], Pincers are SM +1 (in addition to Current SM) [1], Striker Cutting [7]. Arm ST +1 [5]

Notes: Pedipalps are the spiders 'arms'. Often protrayed as having chintinous spikes or edges on them, a cutting striker is suitable for fantasy. For scorpions, False spiders and other creatures, the pedipalps have evolved into large pincers suitable for grasping prey and ripping it limb from limb. Depending on the size of the Spider/scorpion that you start with, you may need to adjust the SM and Striking ST. For grappling with pincers and squeezing, use Teeth MA115.

Legs:

Basic:
Extra Legs (8; Long + 100%) [30]

First Pair of Legs are Sensory (Solfugid, Whip Spiders):[24]
Extra Legs (6, Long + 100%) [20], Acute Senses(Vibration 2) [4]

Harvestmen
Extra Legs (8, X-Long +200%) [45]
Extra Legs (8, XX-Long +300%) [60]

Scopula Pads
Clinging [20]

Talus Claws
Super Climbing(4) [12], Claws (Talons, not on pedipalps or fangs) [8]


Notes: In addition to the Basic Build, the Whip Spider's front legs have evolved into purely sensory organs. The Harvestman or 'Daddy Long Legs' has extremely long legs relative to the size of its body. Kicks normally do crushing damage, but for large or Fantasy specimens, the Talus Claw could easily modify this to Pi+. Note that these Talus Claws are not Grasping claws, but more like hooks at the ends of the legs.

The Scopula Pads are tufts of hair on the ends of spider legs that allow them to walk on walls and grants clinging. Normally this is explained as utilizing a thin film of moisture on surfaces, but larger spiders can also be explained as having hard, rigid hairs that 'dig in' like spiked shoes.


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Last edited by Nymdok; 03-01-2010 at 03:23 AM.
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Old 02-24-2010, 10:51 AM   #4
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Default Re: Spider Abilities/Builds

Quote:
Originally Posted by Crakkerjakk View Post
The first post alone makes me shudder. God I hate those things. Is there anything you want help with? I'm not really familiar with any of the technical definitions of various spider-related stuff as, previously mentioned, they give me the heebie-jeebies.
Thanks for the Offer Crak, any advice you have is more than welcome!

I also hate spiders! As a species, I find them efficient and fascinating, and in my back yard they are welcome to eat thier fill of Texas mosquitoes, but just the close up nature videos are enough to make my skin craw! I have at least Quirk level Arachnaphobia.

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Old 02-24-2010, 12:02 PM   #5
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Default Re: Spider Abilities/Builds

Venoms:

Fasciculins

Bodywrack [73]:
Innate Attack (toxic 1d [4];Follow Up (Fangs) 0%; resistable -15%; Cyclic 10 seconds-6 cycles 150%); link 10%; Seizure(3) [63]

Notes: This particularly nasty venom cause the muscles in the victims entire body to constrict and tremble so violently that muscle tissue damage is suffered.

On a succesful injection, roll vs HT-3 noting the margin of Failure. The effects begin and a health roll is granted every 10 seconds to stop the effects. For every cycle that the victim fails a health roll, they take 1d toxic damage and loose 1 point of FP. The cycles end whenever a successsful HT-3 roll is made or after 6 cycles. The seizure persists for minutes equal to the margin of error or until a HT check breaks the cycles.

A succssful Neutralize Poision or Stop spasm spell will end the cycles as will a universal antidote potion. Due to the tetany associated with these venoms, Drinking 2 full pints of calcium rich liquid (such as milk) will add +1 to the HT Rolls.

At the GM's discretion, he may apply a ST penalty for every full multiple of HP in damage sustained this way.

Tarantella Venom[33/lvl]:
Affliction (Seizures)[20]; Link 10%; Fatigue 1d [10]

Notes: For each level of this venom, the victim must roll vs HT recording the margin of failure. On a failure, the victim drops anything held and begins whilring and dancing about wildly and cannot attack, defend or cast spells. At the end of the first minute of the dance, the victim looses 2d fatigue and 1d more for every minute after until the dance is complete. To observe, its a mixture of Dervishes and Elaine from Seinfeld. To simulate this, Roll 1d6 per turn and move the victim to an adjoining hex randomly. Treat any collisions in this way as low velocity Slams.

Stop spasm spell will stop the dancing, Alter Time Rate or a Greater Haste Spell will reduce the duration, but not the effects.


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Old 02-24-2010, 01:04 PM   #6
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Quote:
Originally Posted by Nymdok View Post
[B]Any one know a good cost for 'Kicks do Impaling Damage?'.[/I]
Claws (Talons or Long Talons) [8 or 11] (p. B42)?
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Old 02-24-2010, 01:23 PM   #7
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Default Re: Spider Abilities/Builds

DOH! Of course! Thanks for the Catch :)

So Noted, so changed

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Old 02-24-2010, 06:34 PM   #8
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Default Re: Spider Abilities/Builds

Some ideas...

Fangs: All spiders are likely to have Brawling Dual Weapon Attack bought up to full, but limited to one target only and only for the chelicerae. The heavy limitations might qualify to drop this down to [4], giving a total end cost of [8].

Pincers: Arm ST is more appropriate than Striking ST, as it adds to both strikes and grapples. Additionally, note that you need only buy Arm ST (or Striking ST for that matter) once, rather than per pincer. I think you might also be making the pincers too large - SM+1 is sufficient to be able to squeeze the torso of an equal-SM opponent. Your pincers squeeze the torso of a foe up to SM+2. A typical scorpion is SM-8 (up to 3 inches long). With this build, it can squeeze the torso of something SM-6 (up to 8 inches long), which is around the size of the largest species of scorpion. That seems a bit excessive - I'd probably just set it at SM+1.
Striking with the pincers is likely Impaling rather than Cutting, although I could see it going either way. Regardless, the Striker should probably be built as an Alternate Ability to the pincers (or at least have Limb -20%). For fantasy pincers that are like scissors, squeezing/choking causes Cutting rather than Crushing damage. I'd eyeball this as a special case of Claws (Sharp).
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Old 02-25-2010, 10:08 AM   #9
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Default Re: Spider Abilities/Builds

Venoms:

Alpha-Neurotoxins

Weakness:[34]
Innate attack (Fatigue 1d, Resistable -5%, Follow Up 0%, Cyclic 4@10s Intervals Resistable 100%, Symptoms : 1/3 FP -4 ST 60%, 1/2 FP -4 ST 40%, 2/3 FP -4 ST 20%, Full FP -4 ST 20%) = Fatigue 1d + modifiers 335%

Notes: This venom induces Flacid Muscle Paralysis in its victim. Roll vs HT -5 when the attack hits and at 4 more 10 second intervals. At 1/3, 1/2, 2/3 and Full FP loss the victim looses a cumulative -4 to ST. (ie a victim can loose as much as -16 to ST).

Fortunately this is not a permenant loss .

At ST 0, ANY weight (greater than 1/2 lb) on the subjects torso will prevent them from breathing as will lying in the prone position. Use suffocation on BS-436. This also counts constrictive clothing, and rope or web bindings that are around the torso. Any talking at st 0 will be at the faintest whisper.

The venom is NOT inherently fatal. If FP doesnt drop below Zero, the victim will remain concious throughout the entire ordeal. This allows mages so afflicted to cast using high level spells (20+) and HP.

If the victim can be fed high sugar liquids (2 pints) they will get a +1 to HT rolls to resist. (Honey, Fruit Juice etc). Neutralize poison will work, but as the venoms total effects happen in 40 seconds, Instant Nuetralize poison is generally prefered. Note that Stop/Relieve Paralysis will NOT work against this venom.

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Last edited by Nymdok; 03-06-2010 at 01:15 AM.
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Old 02-25-2010, 10:14 AM   #10
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Default Re: Spider Abilities/Builds

Quote:
Originally Posted by SuedodeuS View Post
Pincers: Arm ST is more appropriate than Striking ST.. I think you might also be making the pincers too large ...
Thanks for the input!

Your right Arm ST IS more appropriate and RPK even said so in his post. Its been corrected.

The Size of the Pincers can certainly be adjusted to suit.

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