Help requested for stat blocks for Energy Spiders and variants.

By NatemusMaximus, in Game Masters

Fellow GMs, I am running a campaign that will take my group into some of the abandoned caves on Kessel where they will run into Bogeys and Energy Spiders. If possible I wanted to have 3 variants of the Energy Spiders, an adult female, an adult male and a juvenile (or spiderling) version. It seems logical that the female would be a Nemesis, the male a Rival and the spiderlings as minions.

I wanted to give them a web attack similar to the bolos in the CRB and a poison fang attack that does initial wound damage and wound and strain damage over time, but I'm open to other ideas as well. I was thing that the web could be used at different ranges depending on the type (spiderling at engaged, male at short and female at medium).

I'm not sure what their characteristics should be. I'm thinking higher Agility is a must, with maybe the female having a high Brawn as well. For their skills I'm leaning toward Ranged (Light) for their web, and Brawl for their poison fang attack. They should have good Athletics and Coordination.

I've done a little research energy spiders live in complete darkness, no they will be able to perform all their actions in complete darkness. They also bright light. They are attracted to the luminescence of the interaction of the Bogeys with their webs (which gives the glisterstim it's unique properties).

For the Spiderling I came up with the following. It's still rough but I want to make sure it is true to the lore and not over or under powered:

Energy Spiderling (Minion)

Soak: 2

Wounds: 8

Defense: R 0 | 0 M

B:2 A:3 I:1

C:2 W:2 P:1

Weapons, Armor and Gear:

Poison Fangs (Engaged, Brawl, Dam: +0, Crit 5, Pierce 2): On an attack that does at least 1 point of Dam, at the start of the PCs turn for the next 3 rounds, the PC takes 1 Wound and 1 Stain. This stacks per successful attack by Poison Fangs.

Web (Short, Ranged (Light), Dam 0, Crit -, Ensnare 2): On success, Ensnare a target. PC may make a Hard Coordination check to free himself. On Despair, downgrade the Coordination check by 1. On Triumph, upgrade the Coordination check by 1 and increase the number of rounds ensnared by 1.

Talents and Special Abilities:

Energy Immunity – Immune to all non-ion energy emitting ranged weapons.

Cave Evolution – Energy Spiderlings can sense living and inanimate objects in the dark and Actions are not impaired by low light or pitch black conditions. In bright lighting conditions, add <S> to all Perception and Vigilance checks.

Group Skills:

Athletics, Brawl, Coordination, Perception, Ranged (Light), Resilience, Survival, Vigilance

Anyway, what do you guys think?

Edited by NatemusMaximus

OK, So I've work out some stats but I'd still like some feedback. I'm not sure I'm happy with all the numbers and I feel the Female Energy Spider needs another Ability:

Energy Spider - Spiderling (Minion)

Soak: 2

Wounds: 8

Defense: R 0 | 0 M

B:2 A:3 I:1

C:2 W:2 P:1

Group Skills:

Athletics, Brawl, Coordination, Perception, Ranged (Light), Resilience, Survival, Vigilance

Weapons, Armor and Gear:

Poison Fangs (Engaged, Brawl, Dam: +0, Crit 5, Pierce 2): On an attack that does at least 1 point of Dam, at the start of the PCs turn for the next 3 rounds, the PC takes 1 Wound and 1 Stain. This stacks per successful attack by Poison Fangs.

Web (Short, Ranged (Light), Dam 0, Crit -): On success, target is covered in web. Add <S><S> to all Athletics, Coordination and Combat checks for 2 rounds. Target may make an Average Coordinate check to remove the webs.

Talents and Special Abilities:

Energy Immunity – Immune to all non-ion energy emitting weapons.

Ion Weakness – Ion weapons do double base Dam and are treated as having a crit 1 against Energy Spider - Spiderlings.

Cave Evolution – Energy Spiders can sense living and inanimate objects in the dark and Actions are not impaired by low light or pitch black conditions. In bright lighting conditions, add <S><S> to all Perception and Vigilance checks.

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Energy Spider - Soldier (Rival)

Soak: 5

Wounds: 20

Defense: R 1 | 1 M

B:4 A:4 I:1

C:3 W:3 P:1

Skills:

Athletics 3, Brawl 3, Coordination 2, Melee 3, Perception 2, Ranged (Light) 2, Resilience 1, Survival 2, Vigilance 2

Weapons, Armor and Gear:

Poison Fangs (Engaged, Brawl, Dam: +2, Crit 4, Pierce 3): On an attack that does at least 1 point of Dam, at the start of the PCs turn for the next 3 rounds, the PC takes 2 Wound and 2 Stain. This stacks per successful attack by Poison Fangs.

Web (Medium, Ranged (Light), Dam 0, Crit -, Ensnare 3): On success, target is Ensnared. Target may make a Hard Coordinate check to free himself.

Limbs (Engaged, Melee, Dam 6, Crit 3, Pierce 2)

Talents and Special Abilities:

Energy Immunity – Immune to all non-ion energy emitting weapons.

Ion Weakness – Ion weapons do double base Dam and are treated as having a crit 2 against Energy Spider - Soldiers.

Cave Evolution – Energy Spiders can sense living and inanimate objects in the dark and Actions are not impaired by low light or pitch black conditions. In bright lighting conditions, add <S><S> to all Perception and Vigilance checks.

Impale – Using the Limbs, increase the difficulty of the combat check once. If successful, treat the limbs as having a Pierce 8 instead of Pierce 2. This attack can be used on an Ensnared victim without increasing the difficulty.

Mesmerize – As an action when within Medium range, make an Opposed Coordination Vs. Discipline check. On success, skip the target’s next turn. This action only works when the Target is able to see it.

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Energy Spider – Widow Mother (Nemesis)

Soak: 8

Wounds: 40

Strain: 60

Defense: R 2 | 2 M

B:5 A:3 I:2

C:3 W:3 P:1

Skills:

Athletics 2, Brawl 4, Coordination 3, Melee 4, Perception 3, Ranged (Light) 3, Resilience 2, Survival 3, Vigilance 3

Weapons, Armor and Gear:

Poison Fangs (Engaged, Brawl, Dam: +3, Crit 3, Pierce 4): On an attack that does at least 1 point of Dam, at the start of the PCs turn for the next 3 rounds, the PC takes 2 Wound and 2 Stain. This stacks per successful attack by Poison Fangs.

Web (Medium, Ranged (Light), Dam 0, Crit -, Ensnare 5): On success, target is Ensnared. Target may make a Hard Coordinate check to free himself.

Limbs (Engaged, Melee, Dam 8, Crit 2, Pierce 3)

Talents and Special Abilities:

Energy Immunity/Absorption – Immune to all non-ion energy emitting weapons. When attacked by such weapons, recover strain equal to the amount of Dam that would have been inflicted.

Ion Weakness – Ion weapons do double base Strain Dam and are treated as having a crit 2 against Energy Spider - Soldiers.

Cave Evolution – Energy Spiders can sense living and inanimate objects in the dark and Actions are not impaired by low light or pitch black conditions. In bright lighting conditions, add <S><S> to all Perception and Vigilance checks.

Impale – Using the Limbs, increase the difficulty of the combat check once. If successful, treat the limbs as having a Breach 1 instead of Pierce 3. This attack can be used on an Ensnared victim without increasing the difficulty.