Spider Magic Plots and Plans
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Lord Spider
is currently the most powerful Spider Demon in the Spider Kingdoms. He is a surpreme
megalomaniac who believes that all Death Weavers should be subservient to him, and
believes that spiders are the most perfect race in the Megaverse. This dillusional being
surrounds himself with monstrous spider-beings, including the Kumo as defenders of his
kingdom, and Giant Timber Spiders within his own palace, which looks like a giant spider.
Lord Spider has mastered his own specialized kind of magic, called
Spider Magic, which he uses to transform non-spider races into spiders, and also can grant
them spider-like abilities. Many of his minions are transformed by this magic, and the
results are terribly traumatizing.
Lord Spider has no love loss for any Death Weaver who dares to defy him
(which is practically all of them). Thus, he will not help Wyrm Web or Dalaxna in their
struggles against Dltni. He looks on amused as they and their minions are getting
slaughtered by the insane Machine Intelligence. All they have to do, he reasons, is bow
before him and he will spare them and aid them, showing to them and all Death Weavers that
Lord Spider is truly the greatest Death Weaver of all.
Lord Spider's domain is in the centre of the cluster of Spider
Kingdoms. He has managed to prosper in this position, probably do the powerful ley line
nexuses that he controls, that has open portals to horrible dimension that he travels to
frequently. Due to a strange experiment he suffered, and his other dark dealings, he is
much more capable than the average Death Weaver. Something some of his foes learn too
late.Lord Spider
Alignment: Diabolic
Attributes: I.Q. 14, M.E. 17, M.A. 19, P.S. 14, P.P. 19, P.E. 20,
P.B. 6, Spd. 21.
Experience Level: Considered a 13th level Wizard and Spider
Mage
M.D.C.: 350 (unnaturally high for a
Death Weaver)
Horror Factor: 16, P.P.E. 2500
Natural Abilities: Can walk, run, and climb on most surfaces with
amazing speed (15 mph/24 kmph), upside down, straight up, and so on, like a real spider.
Only smooth, glassy surfaces impede its movement (half speed). Nightvision
200 ft (61m), prowl 80%, and can spin a web (for climbing and ensnaring) at a rate of 200
feet (61m) per melee. The web is tough, like light M.D.C. rope, but deteriorates
quickly (within 4 minutes/16 melee rounds) unless a bonding resin is secreted from
the spider's mouth over the web. The Death Weavers can also use the web as a rope to
entangle and tie creatures up; very strong, one M.D.C. point per strand.
Combat: 4 physical or two by magic, per melee. Bonuses:
+10 to save versus horror factor, +5 strike, +7 to parry and dodge, +9 to save
versus magic, +3 to spell strength (opponents need a 16 or higher to save versus spell
magic), +7 to save versus psionics
Damage: Strike by a leg does 4D6 S.D.C., Mandible bite does 3D6
M.D. Or entangle in web -- no damage but a 69% chance of being incapacitated,
pinned, cannot move or attack, until the character can untangle himself (takes one melee).
Vulnerable to cocooning and other attacks while entangled. Roll first to
strike an opponent with the web, then roll percentile to see if entangled (69%). An
entangle attack can be attempted only once per melee; counts as one attack.
Web cocoon -- No damage, but completely encases the victim in a web
cocoon/straight-jacket. The trapped individual is completely immobile, unable to
perform any physical actions. The only way to get free it to be cut or torn
out, but the average cocoon has an M.D.C. of 1D6x10. An untreated cocoon (no resin) will
deteriorate within 2D4 minutes. A cocoon treated withthe spider's bonding resin does
not deteriorate and adds an extra 10 M.D.C. to the M.D.C. of the silky encasement.
Note tha tthe cocoon is porous and allows air to pass through its walls, so even a person
encased from head to toe can breathe.
Magic: Knows all magic spells, levels 1-15 (including spells
in Federation of Magic)! No one knows how Lord Spider got so powerful, but his power
level has never been questioned. Also knows all Spider Spells of his own creation.
Psionics: Presence Sense, Total Recall, Hypnotic Suggestion.
I.S.P. 60.
Skills: All lore 89%, Literacy: Dragonese 98%, Basic and Advanced
Math 98%, Astronomy 89%, Basic Radio 89%, Land Navigation 89%, Tracking Humanoids 50%,
Identify Plants and Fruits 60%, Holistic Medicine 50%, Language and Literacy: Ogre,
English, Demongogian, Indonesian 80%, Language: Spanish and Wyrm 80%.
Weapons and Equipment: None; tends to rely on natural
abilities and minions, and formidable magic powers. |