Revised Giant Spiders

Hi folks,
Just letting everyone know that the Giant Spiders, Venom, & Webs have been updated to include both Fate Accelerated and Fate Core stats. Each PDF is now five pages long, with Accelerated stats, stunts, and stress boxes on the first two pages and Core stats, stunts, and stress boxes on the third and fourth pages. The fifth page is the rules for spider venom and spider webs, which are the same regardless of which flavor of Fate you’re playing.

The links on the front page under Resource Catalogue have been updated, or you can grab the A4 sized version here and the letter sized version here.


Just a reminder that supporters of the Fantastic Fate Patreon get new resource packs a full month before they’re released to the public. Patrons also get to vote on the theme of upcoming monthly sets, as well as help make decisions regarding the stats of antagonists.

Revised Giant Spiders

Monday Monsters: Spider Webs & Venom

 

This Monday Monsters post is two things: late, and mostly about monster elements than whole creatures. As for being late, well, toddlers are walking human Petri dishes. Which is all I’ll say about that. This isn’t a parenting blog after all.

As for monster elements? If you’re familiar with Fate, you know about the Bronze Rule – the idea that you can turn just about anything in Fate into a character. Rather than do another arachnid-themed creature for this post, I thought it’d be fun to stat up common elements of said spider monsters: webs and venom.

The excellent Fate Adversary Toolkit introduces something called obstacles. They’re things the player characters have to deal with, but unlike enemies obstacles (usually) can’t be attacked. At least not directly. Hazards are obstacles whose main purpose is to damage characters, while blocks merely prevent characters from taking action. Those seem like great ways to represent spider venom and spider webs, respectively.


Giant Spider Venom

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

Spider venom is a hazard, as its main goal is to damage the character. To inject venom into an opponent, you could create a hazard instead of creating an aspect on a successful create an advantage action. Or even on an attack if the spider has a stunt that creates an aspect on a success with style, like the Giant Huntsman Spider. Once it’s been injected, the venom attacks on the spider’s turn using its single skill and on a success it inflicts extra stress equal to its weapon rating. (Here are the rules for weapon ratings.) The venom above is sort of a “standard” venom, and would fit the Giant Jumping Spider or the Giant Trapdoor Spider well.

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

Hazards can also attempt to create advantages, again using their single skill. In this case, the aspects should be something like Weakened, Shaky, Blurred Vision and other poison related effects. The paralytic venom above would be good for the Giant Orb-Weaver, while the nauseating venom could be for the Giant Hunting Spider.

Superb (+5) Necrotic Venom, Weapon: 4

If you really want something nasty, the necrotic venom above fits the bill. A high skill rating and a high weapon rating makes that poison very dangerous. Normally hazards can’t be attacked by the player characters; they just have to be avoided, usually be leaving the area. But as spider venom is inside the character, that’s not possible. So in this case it makes sense for the character to be able to attempt to overcome the venom, representing their body neutralizing the poison or someone applying first aid. The hazard again rolls with its single skill, and if the player is successful, it’s eliminated.


Giant Spider Webs

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

Spider webs are blocks. They don’t actively attack characters, but passively prevent movement and make certain types of actions harder. Unlike hazards, blocks don’t get a turn, but provide passive opposition the player has to roll against under certain circumstances. In this case, the giant spiderwebs would probably make it more difficult to leave a zone, or to get close enough to a spider to attack it in melee. If the player character fails to overcome the block, it simply prevents them from taking whatever action they were attempting.

Just like the spider venom hazards, I think you could add spider webs to a scene whenever a giant spider would create an aspect. I probably wouldn’t have more than a single block per zone though, as I don’t believe their ratings stack. Plus, they’d start to get annoying. You’re looking to challenge your players, not irritate them. Blocks can be completely removed from the scene, but that’s somewhat hard to do. You need a successful overcome action, and the skill rating of the block increases by +2 steps. That could be done by burning the spider webs, hacking at them with an axe, or casting a big, flashy disintegration spell.


Lastly, in case you didn’t yet know, Evil Hat just released their Fate Horror Toolkit. I’ve snagged a PDF copy (shipping books to Japan is expensive, but I’ll get a hardcopy eventually), and can’t wait to dig into it.

Monday Monsters: Spider Webs & Venom

Monday Monsters: More Giant Spiders

This is going to be fairly short as the real world is eating into my free time again unfortunately. (Which is why I wasn’t able to put up a Cortex Friday post last week.)

As I mentioned in last week’s Monday Monster post, I’m going to try something different with the monsters going forward: monthly themes. May’s theme is giant arachnids. I had planned on doing just one at first, but as I statted up the jumping spider and orb-weaver spider from last week, I realized I could make several different kinds of spiders by setting different approaches as the lead approach. The giant trapdoor and huntsman spider below are the results.


Trapdoor Spider

High Concept: Large Trapdoor Spider
Motivation: I Must Wait in Ambush for Prey
Aspect: Sensitive Web of Tripwires

Approaches:

  • Careful: Fair (+2)
  • Clever: Average (+1)
  • Flashy: Mediocre (+0)
  • Forceful: Average (+1)
  • Quick: Fair (+2)
  • Sneaky: Good (+3)

Stunts:

  • 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 benefitting from an aspect related to concealment, such as Burrowed, Concealed, or Out of Sight.

Weight: 2 (Large)
Role: Enemy: Mediocre Hitter
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):

Huntsman Spider

High Concept: Huge Huntsman Spider
Motivation: I Must Investigate Anything Caught in My Webs
Aspect: Acute Sense of Touch
Aspect: Excellent Vision

Approaches:

  • Careful: Average (+1)
  • Clever: Average (+1)
  • Flashy: Mediocre (+0)
  • Forceful: Good (+3)
  • Quick: Fair (+2)
  • Sneaky: Fair (+2)

Stunts:

  • 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.

Weight: 4 (Huge)
Role: Enemy: Mediocre Threat
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Mild (2):
Monday Monsters: More Giant Spiders

Monday Monsters: Giant Spiders

I’m going to try something different for the Monday Monster posts for May: a theme. All the monster entries for this month will be related, and if I think it works out well, I’ll continue to do that moving forwards. Part of this is to better help me plan out my posts, as I’m considering moving this over to a Patreon come fall. Everything here will still be free, I’m just considering creating some sort of extra for people who decide to subscribe.

But that’s still a few months off. Back to the current post. May’s theme is arachnids. Giant spiders are a classic fantasy adventure monster, probably because spiders give some people the creeps. While I’m not arachnophobic or anything, I still don’t enjoy seeing a spider in an unexpected place (like my apartment), especially large ones. Plus, the ensnaring webs and various types of poison giant spiders produce makes them interesting opponents.


 

Jumping Spider

High Concept: Large Jumping Spider
Motivation: I Must Actively Hunt Prey
Aspect: Incredible Vision

Approaches:

  • Careful: Fair (+2)
  • Clever: Fair (+2)
  • Flashy: Average (+1)
  • Forceful: Mediocre (+0)
  • Quick: Good (+3)
  • Sneaky: Average (+1)

Stunts:

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

Weight: 2 (Large)
Role: Enemy: Mediocre Hitter
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):

Orb-Weaver Spider

High Concept: Huge Orb-Weaver Spider
Motivation: I Must Investigate Anything Caught in My Webs
Aspect: Incredibly Long Legs

Approaches:

  • Careful: Good (+3)
  • Clever: Fair (+2)
  • Flashy: Mediocre (+0)
  • Forceful: Average (+1)
  • Quick: Average (+1)
  • Sneaky: Fair (+2)

Stunts:

  • Cocoon: Because I wrap my prey in strands of sticky spider 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, such as Benumbed, Enfeebled, or Weakened.

Weight: 4 (Huge)
Role: Enemy: Mediocre Hitter
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Mild (2):
Monday Monsters: Giant Spiders