Spider Climb: Just like the spell, only you permanently have this ability which he can make use of out of instance, much
like walking. He can climb and traverse any surface just like the spell unless the surface is silk or oily in which case moving
about can prove difficult or impossible at times. Unlike the spell you can where thin gloves and boots and still move about
with ease. Also unlike the Spell you can move around at his full speed rating. You can not fail his Climbing roles while using
his spider climbing ability. A failed role simply means that You will slide down about 1d6 feet. Also this power can be employed
to remain standing in one place or to move about when there is no gravity or to walk around on the bottom of something underwater
or in any other environment that would cause you to float. The power provides a +4 to any Balance checks made while you are
using his power. You can also traverse any type of spider webbing including his own as well as the spell with no effect unless
he is physically tangled in it in which case he is at half of the normal penalties.
Spider Attributes: Spider-man
has the strength, speed, and endurance of a spider in proportion to his size. This gives you a +20 to Strength, +20 to Dexterity,
a +5 to Constitution, and a +12 to his Speed. Also Spider-man heals a bit faster than a normal human. Double all Hit Points
that are regained when healing naturally. (2 Hit Points per character level per day of rest.)
Spider Sense: Yours
spider sense is a sort of early warning system built into his head. He could be sound asleep and then suddenly be awake the
next second thanks to his spider sense. At any time he is in any sort of danger his spider sense will go off to a varying
degree of severity. If its a moderate threat like some two bit thug he will get a mild warning, while more powerful beings
like a mage or a seasoned fighter would really set off his spider sense. This ability provides you with the ability to never
be caught flat footed and immune to surprise attacks. Opponents must go up against yours high AC rating before they can hit
you. Also this power provides you with the effects of Blind Fighting and Lightning Reflexes feats. Also if you fails a hiding
check his spider sense will go off warning you that he still can be seen, or that he has been spotted. You
also get a miss chance on any hit that hits you as if you had concealment at 30%+1% per level.
Webshooters:
In Yours wrists are 2, (one each), webshooters (cost 25gp each, each clip hold 50cp and cost 1gp to make craft DC 15). These
webshooters fire thin strands of webbing from the bottom of his wrists at a high velocity. In order to fire the webshooters
it requires exact pressure from 2 fingers, the middle and the ring fingers. This way if he makes a fist of climbs they don't
go off. The webshooters can effectively fire a line at up to 15 feet away, but has a maximum range of up to 180 feet
if needed. The line has a tension strength of 500 lbs. Can web sling for 2x movement (walk use 1 VP, double move 2vp, run
4 CP per round) You is also able to fire off some unique web projectiles which are listed below. Webbing disserves in two
hours. Can web sling for 2x movement (walk use 1 VP, double move 2vp, run 4 VP per round)
Impact webs- -4 to opens
action till off (DC 20 5 per size above medium) (4 CP)
Web Ball -2d4 stun damage (2 CP)
Web-Shield. A web-shield
is a unique application of webbing. Although not the most durable thing it does provide a moderate amount of protection from
harm. The shield can be made in 1 of 3 different sizes: Small is a small personal sized shields that is 1 meter in diameter.
It can only take 10 points of damage, anything extra does not carry on to Spider-man, but will set the webbing on fire. This
takes up 5 CP of webbing. A medium sized shield provides half cover, and can only take up to 30 points of damage. Any extra
damage can carry over to Spider-man if he is still behind it, after 30 points are gone shots can easily punch right through
the shield. This takes up to 10 CP of webbing. A large webshield provides complete cover, and is best used to seal an exit
of entrance. The shield can take up to 60 points of damage, and costs up to 15 CP of webbing. All webshields take a full action
to make. Also an alternative use for the large webshield is as a parachute incase of an emergency.
Web-Net A web-net
is a net that can be fired from the webshooters. It can have a line leading back to Spider man if he has the shooter still
active, or it can be just the net. This can be used to immobilize a person if they are against a wall or on the ground, or
if not it simply entangles them. However double the penalties for being entangled due to the webs stickiness. The other use
is to catch someone falling. This can be from either under the person firing up, (you will need 2 structures on either side
of the person for the net to stick to), or from above the person with a line attached to the net. Once enwrapped in the net
the stickiness of it helps seal the person up in it. Net sizes are like that of the shield. Small nets are met to catch small
things like pets, items, or 1 full-grown person. Medium nets are met to catch people, a medium net can hold up to 3 people
in it. Large nets are for slightly extreme cases like catching several falling people, or a large creature. Although the large
net can hold something the size an ogre in it, it is more for slowing down or even impairing something. Small nets take up
to 3 CP of webbing, medium webs take 6 CP, and large nets take up 12 CP.
Web Tools: Can make Item out of web with
the Craft skill. This takes a move action or it is a free action if you have the quick draw feat. 1CP per 2 pounds of the
object.
Empathy: One unusually yet highly useful ability of Yours is his empathic bond to spiders. You do not suffer
form any sort of fear when it comes to spiders of any type or size. Ironically the same can be said for them. You will not
harm a Spider so long as it does not attempt to harm you. Most spiders will either leave you alone, or may even be friendly
to you. Small and Tiny sized spiders like the one we would consider normal sized would leave You alone, Spiders larger than
that tend to be a bit less inclined to being friendly. You believe that this is due in part to his spider sense, but he has
yet to find any actual facts relating to this. Whenever you encounter a Spider he can make an Animal Empathy Check as if he
had the skill. You have a +5 to the check plus his Charisma bonus. Tiny and Small spiders have a DC of 10-15, a failed save
means the spider simply avoids You, if the check is made they are Friendly to You. On medium sized Spiders the DC is 20, large
spiders are at a 25, and anything bigger than that is at a DC 30+. If you fail any check with these larger spiders they are
not friendly to you and he runs the risk of being attacked.

Nanite Costom- 300gp to make (I know in the show he borred it from Read Richerds)
this costome. The Costom gives the following
Web shooters that regens fluid 500cp for each hand per day.
Web Darts 2 darts at a time and can shoot both hands at once. 30 darts per hand per day. If the
pc has 6/1 then he can shot at max (both hands) 4darts at +6 and 4 at +1. For 1d10 each.
Sonics- 4d10 damage to anything verneble to soinc damage for 1d20 rounds then needs repaires costing
d20*d10 gp. (if shut down before the end no repairs need)(it is a serect roll)
Optics-+5 to spot and serch, lowlight vison
Steath mode- Inv. but you run hot. You can stay like that for a number of rounds equel to your
con score after that you must make con check's each round starting with a DC of 0 with a +1 each round after that. Anyone
with Dark Vison gets a +10 to hit wile this is on.
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