S PIDER-MA NOnce normal highschool nerd Peter Parker, Peter’s life was forever changed when he was bitten by a radioactive spider. Granted the proportionate strength, speed, and agility of a spider as well as a slew of powers, the preventable death of his Uncle Ben taught Peter that with great power, there must also come great responsibility. Now, Peter Parker fights crime as the masked hero Spider-Man.CHECKSRoll 3d10and take the highest result for checks involving chemical or biological sciences, checks involving engineering or mechanical science, and checks that involve photography.Roll 2d10 and take the highest result for attack checks made with your webbing or unarmed combat, defense checks to dodge anything, feats of athleticism and acrobatics, checks of reflexes, balance or agility, checks to hide or sneak, and checks for general intelligence.Roll 1d10 for anything else.XPWhenever you take on a responsibility just because you have the power to deal with it, gain 1 XP.When you make it personal with an enemy or an enemy makes it personal with you, gain 3 XP.When a previous enemy you’ve showed mercy to and/or forgiven in the past in turn becomes an ally or helps you stop a bigger threat, gain 5 XP.YOU BEGIN WITHWall Crawler: One of the most notable powers you acquired from the radioactive spider, you can stick to walls or ceilings with your hands and feet. This allows you to climb them (much like a spider), scaling even sheer flat surfaces like glass with no difficulty whatsoever. This also gives you can incredibly sticky grip, and you receive a +2 bonus on checks to hold onto things.LEVEL UP CHOICESInsulated Costume: After years of fighting enemies like Electro and the Shocker, you’ve made some slight tweaks to better insulate your costume. You get a +2 bonus on defense checks against Electricity based attacks, or attacks that rely on vibrations or sound (such as sonic blasts, earthquakes, etc).Pest or Menace:One of your greatest strengths isn’t your spider powers, but your wit, and your knack for utterly infuriating your foes. You can taunt an enemy into focusing on you, inflicting Challengedstatus on them as a side action. A Challenged enemy cannot make an attack check that doesn’t include you as a target, though this status is broken ifyouattack anyone but the Challenged. After you use this ability, roll 1d10; on a 1-5, shut this ability down.Spider Sense:You have a vaguely psychic awareness of your surroundings; when you are in danger, you feel a strong tingling at the back of your skull. This allows you to avoid attacks more easily, as you can sense them coming before you can see any signs of the threat. You may treat a defense check as though you’d rolled a 10, even if you’ve already rolled for it. After you use this ability, roll 1d10; on a 1-5, shut this ability down. In addition, you can never ber ambushed; your party always takes initiative in fights. You may only take the following abilities after you’ve taken this one:Refined Spider Sense: You have trained with, and honed in, your Spider Sense. By feeling the subtle differences in the tingling sensation, you can fight or even navigate without sight. You are now immune to Blind status.Spider Tracers:You’ve built a device that can track opponents. It resembles a tiny, almost unnoticeable metal spider, which will stick to anything you throw it at. It puts out a signal that only your Spider Sense can detect, allowing you to know where it is over a great distance, and track it down again if you need to. You carry a large enough quantity of Spider Tracers that you do not fear running out.Web Shooters:You’ve built Web Shooters, wrist-mounted devices that shoot tough but flexible, elastic and adhesive fibers. This manufactured webbing dissolves after about an hour of air exposure. You can shoot web lines to use as a sort of grapple line, pulling yourself to distant objects, or pulling smaller items (and enemies) toward you. You can also use your webbing to travel, swinging from line to line, shooting new lines as you release old ones. Lastly, you can attack at range with your webs by shooting thick globs at high speeds. You may only take the following abilities after you’ve acquired this one:Combat Webbing: You’ve gotten more experience in using your Web Shooters in combat, and have developed ways of utilizing your webbing in a fight. When you make an attack check using your webbing, you can take -2 to either shoot it at your opponent’s eyes, giving them Blind status, OR you can take -2 on the attack check to web the target to the floor or a nearby wall. An opponent pinned down this way can still act as normal, but cannot move from their spot until they or an ally spends a main action cutting them free. If you roll a 6 or higher on an attack check made this way, shut down all abilities that rely on your Web Shooters.Creative Webbing: You’ve practiced outside of combat with your webbing, and have gotten skilled at making crude, simple items with the synthetic fibers. You can craft a basic item, such as a parachute, a hammock, a baseball bat, or a small shield. Whenever you make something with your webbing, roll 1d10; on a 1-5, shut down all abilities that rely on your Web Shooters.What a Spider Can: You are superhumanly agile, able to twist and contort your body in ways that no normal human ever could. You may automatically succeed on any non-combat check that relies on flexibility, agility, or acrobatics (even if you’ve already rolled for it). When you use this ability, roll 1d10; on a 1-5, shut this ability down.