On second thought, I think an IoP would work better. We still go with the Spider Totem theme, but now his character wears a literal totem necklace that is the source of his powers. Everything else stays the same, that would give you the following build:Thank you!
- Breath Weapon -2 (in the end I went with no extra stunt for a Grapple effect, it can be simulated by using the attack as a manoeuvre to give your opponent an aspect like "entangled in my webs", no stunt needed)
- Echoes of the Beast -1 (to give him an alertness bonus to simulate the Spidey-sense)
- Spider Walk -1
- Wings -1 (for sling-web shooting through the skyscrapers)
- Cloak of Shadows -1 (for spider-like sneaking around)
- Inhuman Speed -2 (for his agility)
- Inhuman Strength -2
Which gives us a refresh cost of 10, take the +2 bonus from the IoP and you end up with refresh 8. If you play Chest Deep, drop the Cloak of Shadows for example.
Thank you!
Breath weapons doesn't make as much sense since the webs don't do damage.Sometimes they do -- in the comics he's been seen to use "web bolts" and the movies use them as well (in Spider-Man 2, specifically, he hits Doc Ock and some carjackers with a few).
Some versions also have a minor healing factor (Ultimate is specifically noted as such early in his run).Ya, the Stingers was something they introduced back in the 90's Scarlet Spider era, along with Impact Webbing and some of the other enhanced Web options.
Sometimes they do -- in the comics he's been seen to use "web bolts" and the movies use them as well (in Spider-Man 2, specifically, he hits Doc Ock and some carjackers with a few).
Since in some continuities, Spider-Man's powers have a mystical origin, namely he is connected to the Spider Totem, a kind of animalistic deity/power that can grant people it deems worthy Spider-like abilities.I thought that the whole Spider Totem thing was not that said Totemic Power is what granted the Power in the first place, but rather that these Totems (mantles, to use DF terms) sought out avatars who already resonated with an animal spirit of some kind? That is certainly how I thought Jim presented it in his Spiderman novel, though I dont know how much that diverged from the comic cannon.
The story line introduces Ezekiel, a wealthy CEO who has similar spider powers as Spider-Man but gained them through magical rituals. There is also an antagonist, Morlun, who is a totem hunter, who hunts and feeds upon the magical power of totem bearers like Spider-Man. Later they also introduce an outer dimensional being called the Guardian which judges Totem Bearers and if it sees them unworthy of their powers it kills them. In one story where Spider-Man visited the Astral Plane, his presence attracted the attention of spider-like monsters who wanted to eat him because he was the perfect kind of food for them etc.
So there is a surprising amount of comic lore to build a whole supernatural world around a spider-themed character. The shamanism-totem angle (maybe there are other Totem bearers of other animals out there too?), the whole predatory battles you get drawn into because you are a supernatural predatory animal now, a whole arcane world upon itself which is about judging and controlling Totem Holders etc.
Some versions also have a minor healing factor (Ultimate is specifically noted as such early in his run).
Skills (48 skill points):
Fantastic (+6): Alertness (10 vs Surprise Attacks)
Superb(+5): Athletics (7 with Supernatural Speed, Full Dodge 10, Thrown Weapons 5), Endurance
Great(+4): Fists, Stealth
Good (+3): Conviction, Might (Grappling 5, Lifting 9), Scholarship, Weapons
Fair (+2): Burglary, Craftsmanship, Discipline, Investigation,
Average (+1): Contacts, Deceit, Intimidation (Taunt 3), Rapport
Web spinners (-3)
+1 iop
-1 Incite effect webs(+2 to maneuvers and blocks involving web slingers)
-1 incite restrictive (grapple with webs) or incite persistent**
-1 ranged
But if we're going with the classic webs-as-gadgets Spider-Man, with web shooters as an IoP, then Breath Weapon is inappropriate. Items of power should never give Breath Weapon.
Not sure what's with the pitcher stunt. Far as I can tell, Spider-Man doesn't throw stuff much.
I could go either way on Breath Weapon (or Natural Weaponry) for the webs. Incite Effect feels a bit more appropriate, since he mostly blocks and maneuvers with them, but given that he can end fights by webbing people up he should probably be able to make "attacks" with his webs.The main narrative point of the Web fluid was always as a limitation, something he runs out of randomly and has to go and re-brew. Would it be possible (or advisable) to instead do webs as Brewed Potions? On their own they can act as web grenades (common enough if wasteful use) or they can be plugged into the web-shooters (still an IoP?) to allow for the other various uses (ropes, nets, etc) with some kind of Rate of Use so there's a chance of running out at critical moments.
But if we're going with the classic webs-as-gadgets Spider-Man, with web shooters as an IoP, then Breath Weapon is inappropriate. Items of power should never give Breath Weapon.
The Catch rating for poison depends on how known/knowable it is. Could be anywhere from +2 to +4; maybe it's on his Wikipedia page, maybe it's totally unknown even to Spider-Man himself.He webs things and whips them around into people a ton, would it apply there or does that become a weapon?QuoteSo +2 if it's say a normal/known spider venom where a hospital might stock anti-venom, vs a +4 being a super exotic toxin that would need samples and study and whatnot to synthesize something custom?Not sure what's with the pitcher stunt. Far as I can tell, Spider-Man doesn't throw stuff much.
The main narrative point of the Web fluid was always as a limitation, something he runs out of randomly and has to go and re-brew. Would it be possible (or advisable) to instead do webs as Brewed Potions?
He has hundreds of charges of Web Fluid so he'd need something like Refinement in the hundreds to reflect the quantities of potions.I wasnt thinking to model it as each shot being an individual expended Potion, rather Each /cartridge/ is, and once it's tapped/used/inserted, it provides the Webslinging benefits for some duration. I just dont know if it's enough to just call it a potion and make the wristband shooters a thematic description, or if you'd still need to separately pay for them as a Magic Focus or IoP. If the latter I think there needs to be specific benefits of each individually. Thoughts?
It's more accurate to treat those scenes where he runs out of web fluid as him getting a Fate Point for an Aspect used against him.
Maybe the potion can give him a scene-long boost to agility or speed, like with an aspect or a temporary power?Aspect-in-a-Bottle feels flexible enough, though Id want the danger of running out mid-scene to remain.
I guess we'll have to disagree on your ruling on Items of Power for Breath Weapon. You could make an amulet of Dragon's Breath or a Bow of lightning bolts or anything that allows you to throw a Wpn 2 attack using Weapons skill.
I'm using Breath Weapon as a ranged attack so he can use Thrown Weapons from the Pitcher stunt.
He also throws tracers.
I feel like the webslinging might not warrant the actual Wings ability, given it's limitation requiring lots of tall structures nearby (Homecoming does a great job of highlighting this several times). You are already buying the SpiderWalk, which essentially just opens all his supernatural speed and movement/agility to 3 dimensions. Buying wings on top of that seems like double-dipping for no added benefit, even if it's intend to portray the armpit-web squirrel-suit gliding he can do occasionally.
The main narrative point of the Web fluid was always as a limitation, something he runs out of randomly and has to go and re-brew. Would it be possible (or advisable) to instead do webs as Brewed Potions? On their own they can act as web grenades (common enough if wasteful use) or they can be plugged into the web-shooters (still an IoP?) to allow for the other various uses (ropes, nets, etc) with some kind of Rate of Use so there's a chance of running out at critical moments.
You don't need to spend Refresh to give a weapon a weapon rating.
You don't need to spend Refresh to give a weapon a weapon rating. So putting Breath Weapon on an IoP is like giving Lawbreaker to a non-spellcaster.Oh, absolutely on all counts; that one fits perfectly for Spiderman, They are both still worse than actual Wings, and Id say Spiderman's abilities should fall short of Wings. But the original build was purchasing /both/ which doesnt seem right.
Huh, okay.
This custom Power might be worth a look. (http://dfrpg-resources.wikispaces.com/Superhuman+Acrobatics)
It and Spider Walk are both more or less strictly worse than Wings, though.
You could do that, I guess, but I'd rather just make it an occasional Compel.Agreed, Compels are the far simpler (and for Fate Id argue more appropriate) way of handling it than what I described. I still really like the idea of getting there via the Potion Rules mostly for a closer fitting description (and because Screw Toby McGuire and his organic web shooters :P) but Im largely ignorant of what the mechanical implications of that would be.
That's a fair point, and if we were talking about an obvious weapon such as a pistol, I would agree.
However, there's a difference between a pistol with 15 shots per clip and a wristband that has hundreds of shots which can be used before requiring a recharge. The wristband is also easily concealed, difficult to restrain, and possibly only usable by the person paying for the Refresh. Same thing for a wand, a ring, a gauntlet/glove or other wearable item that has ranged weapon properties.
For the lighting bow I described earlier, it'd be a judgement call. Never needing ammo and possibly having a faster rate of fire might justify the purchase.