The Drider
The Drider
Drider: Dremoi, Jannist, Pytri, Seliin, Svell, Tenrissa, Telsa, Tethys, Toryth, Vesimotto Cold Eyes, Mischievous Eyes, or Sharp Eyes
Hooded Head, Styled Hair, or Wild Hair
Camouflage, Mage's Robes, or Mostly Naked
Built Body, Lithe Body, or Withered Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
Advanced Moves
When you gain a level from 2-5, choose from these moves. ⃞ Spider's Treachery (DEX)
When you ambush a surprised or defenseless enemy, you can choose to deal
⃞ A Spider's Lair (DEX) Remaining
Requires: Spinning Spider Web: your damage with a weapon or roll+DEX. On a 10+, choose two. On a 7–9,
When you have time to prepare an area with webs and traps, roll +DEX. choose one:
On a 10+, hold 3-Web. On a 7-9, hold 2-Web. On a 6-, hold 1-Web, but • You deal your damage+1d6 with a weapon
the GM also holds 1-Web to use against you or your allies. Spend 1-Web any • You don’t leave yourself open after the attack
time someone moves through the prepared room to do one of the following: • You inject them with your poison 1d4 times, if you are a Biting Spider
• You trap them in sticky webbing, holding them still and keeping them stuck • You bind them with your webbing, if you are a Spinning Spider
• You deal your damage with a deadly trap • You leap away with them, if you are a Jumping Spider
• Sting them with trap that applies your poison, if you are a Biting Spider ⃞ Transfer Poison
⃞ Battle Mage Requires: Biting Spider
Add the following tags to the Black Magic list: Close, Area (-2 damage), When you take a minute to apply your venom to a weapon, your bite loses its
Messy (+1d4 damage), Piercing 2. In addition, selecting a Range tag for poison for as long as you desire. Until your bite regains its venom, when anyone
your Black Magic does not count as one of your two tag choices. deal damage with the affected weapon, it applies your venom.
⃞ Escape Route (DEX) When you gain a level from 6-10, choose from any of the moves on this page.
Requires: Jumping Spider
When you’re in too deep and need a way out, name your escape route and ⃞ Improved Venom
roll+DEX. On a 10+, you’re gone. On a 7–9, you can stay or go, but if you go Requires: Mixed Venom
it will cost you: you leave something behind or take something with you, the Add the following options to the Mixed Poisons list:
GM will tell you what. • A depriving poison, that removes a single sense of your choice each time you
⃞ Flaunt Superiority (CHA) apply it - sight, hearing, touch, smell, or any other sense they might have.
When you insult and threaten an intelligent creature, roll +CHA. On a hit, • A memory poison, that makes the target forget everything from the last few
they're angry at you and all their focus is on you. On a 10+, take +1 ongoing minutes before being bitten.
against them until they calm down. ⃞ Medical Webbing
Requires: Spinning Spider
⃞ Lethal Silk You can use your webbing as the Bandages item.
Requires: Spinning Spider
You can use your webbing as a melee weapon with Reach, Precise, and Messy. ⃞ Multiclass Dabbler
When you deal damage with your Lethal Silk, choose one: Gain one move from any class list. Choose this move as if you were one
• You knock a weapon out of their hands, sending it flying away level lower.
• You snatch a visible item right off of their person ⃞ Spider Apotheosis
• Your webbing slices through something - their armor, a piece of the terrain, Requires: Spider Traits
or a limb, your choice. Gain the final move from the Half Spider list.