Arachne

Basic Species Description

Typically, the arachne use wet wood and stone architecture, though each race and culture creates different styles of buildings. All, but the acarox race, however, utilize their silk webbing for use as building materials, apparel, trade, and other purposes. In all but the tanitha race, female arachne are 50% to 150% larger than the male, with other sexes being between their sizes. In the case of the tanith race, the male and female are of equal size. Arachne live in a broad range of environments, among them including mountain caverns, jungles, forests, deserts, haunted groves, underground burrows, along lakes and rivers, into cliffsides, and even underwater in the case of one race. As the arachne survived the great wash, they had few natural predators, but some races do have individualized defenses against those that they mostly drove to extinction, as they tend to still find offensive or other uses for said genetic advantages. They have wide ranges of territory on Jaltho, and despite the ethnic and cultural clashing between the different cities, most are part of an interconnected network of communication and will readily go to war with any force that harms a population severely enough. While the arachne may interbreed between the races without special aids, their cultures tend to be against that if not settled with other species, and interbreeding with other species still tends to be seen as more advantageous than with other arachne races.

As a result of their development near leylines, most arachne are very adept at wielding magic, and through their interactions with other species those that were able to conceal their dangerous traits were better able to interbreed and advance their population's power. Over the span of their development they became less hostile to other species overall, but they still maintain their warrior preparedness, as well as most preferring to have protein-heavy diets. Their hair grows quickly and is put into a variety of styles, though it is naturally very soft and light if not treated with anything. They have small pedipalps to the side of their mouths which help in holding and shoving food into their mouths, which open up like pixie mouths both vertically and horizontally. Arachne typically have two large prominent eyes, except the dinidae race which has no eyes and is visually blind, and in addition to those two eyes most have additional pairs of smaller eyes clustered around their face. In addition, most have cresting to their skulls which they affix helmets to, and the cresting varies per race. Most arachne have two large arms and two large legs, with two smaller arms coming off of their hips on each side, and two small vestigial legs coming off of the back of their larger leg's thighs, but some have four large legs. Their smaller arms have three segments to them but more jabbing and climbing purposes than more dexterous manipulations, which the main have with their hands. Though at first glance the larger two may seem to have only two segments, the third folds up against the middle segment when not in use, and connects to the middle segment at the same joint that connects to the hands. Additionally, the middle segment of the largest arms, some on the back of the neck, and the underside of their abdomen are where silk-producing glands and spinnerets are located, albeit the spinnerets tied to the glands on the back of the neck are within the mouth for the race that has the gland in that location. Typically the arachne use a digitigrade stance when walking, but they may also utilize a plantigrade stance if trying to appear shorter, or even utilize additional pairs of limbs when climbing or going into more of a frantic feral run, as they are octopedal, but do not need to utilize this form of motion as often as their ancestors did. All races have hairs on their final segment of legs and arms, though some are hairier than others, even fully covered in it in the case of the largest, the tanitha. All races are able to lift their abdomen up for aiming their spinnerets, but as the acarox do not have webbing, they only lift it up when engaging in coitus.

History of the Species

After the initial colonization of Jaltho by the dragons met significant complications, the majority of their biological samples genetically adapted to try to survive the conditions of the planet were killed either by being inadequately manipulated to survive on the planet as it was, let alone how the great wash changed it, or by the great wash itself. As a result, the longdracon dragons had not expected that a handful of the first batch of arachnid-like species not only survived the great wash, but that they steadily mutated due to the exposure of wild magic leylines and the great wash itself, evolving toward sentience and sapience. As the species further developed, the arachne they started interbreeding with other similar species, further bolstering their genetic diversity, their digestion system, and their physical capabilities. Their diet consists of insects, small reptiles, birds, mammals , fish, blood, algae, fungi, spores, and pollen.

Base Species Genetics

The genetics for an arachne are as follows:

(D5) Accurate Multi-Limbed: This individual has eight limbs used as arms or legs of the same accuracy and skillfulness. +1 on Accuracy Checks, +1 on Perform Checks, +1 on Crafting Checks, +1 on Excavation Checks, and +1 on Sleight of Hand Checks.

(D4) Wild Tricksters: Those with this gene have +1 MA and +1 GM rolled Wild Magic ability at 2 cost.

(D4) Strong Gripping and Mighty Claws: This individual has +1 on Grip Checks, +1 on Might Checks, +1 on Grappling and Catch Checks when using their grasping secondary arms, and may climb at the same speed as if on the ground running.

(R3) Wild Toxic Stealth: +3 on Stealth Checks, +1 Wild Magic Source Adaption, and +1d10/2 Daily Toxin Domain Absorption.

(R3) Leaping Observation: +2 on Leaping Checks, and +2 on Observation Checks.

Wild Tricksters Rolls
Roll Result: 1, 2

Wild Lesser Clone Sphere Illusion Rank I:
(Self, Sphere, Situational)
(Willful, Severance)
(Wild Magic, 42% Stability, EP Blowback)
(Illuminate [Legacy])
(4 FP, 1 Attempt, Wisdom Check)
This ability allows the user to create an arrangement in a spherical radius of solid illusions of themselves out of light, one per rank of the ability with no HP and no ability to deal damage. If a clone is destroyed it will be reformed at the start of the next turn adjacent to the user of this ability before it can move within the sphere of the user's influence. If the user's focus is dropped or severed, all clones will disappear immediately.
Prerequisites: Arachne species 'Wild Tricksters' gene.

Roll Result: 3, 4

Arachne Wild Glamour Rank I:
(Self, Cuboid, None)
(Willful, Severance, Situatonal)
(Wild Magic, 41% Stability, EP Blowback)
(Temperance [Perception])
(4 FP, 2 Attempts, Charisma Check)
This ability allows the user to create illusions visible to those within a cuboid.
Situational: The user attempts to hide, appearing as something else of equal size to those that fail their WIL check. This appears different to every individual, but not as an allyv ever.
Situational: The user attempts to charm other entities within the cuboid, who gain the Charmed Status Effect.
Prerequisites: Arachne species 'Wild Tricksters' gene. (12 points from cost, 1 point per FP for up to 20, 13 points necessary for Charmed)

Roll Result: 5

Wild Summoning Power Rank I:
(Self, Aura, None)
(Willful, Severance, Situational)
(Wild Magic, 40% Stability, EP Blowback)
(Casting Call [Redirection])
(4 FP, 4 Attempts, Wisdom Check)
This ability allows the user to take a summon one of 4 items to themselves that they have previously touched and set earlier in the day as ones they would be able to summon.
Situation: The individual summons the first item.
Situation: The individual summons the second item.
Situation: The individual summons the third item.
Situation: The individual summons the fourth item.
Condition: The individual may only summon one item at time which they can carry and have ownership of, or permission to summon, and if it leaves their offensive range it de-summons back to wherever they had it stored before it was summoned.
Prerequisites: Arachne species 'Wild Tricksters' gene.

Roll Result: 6

Self Wild Teleportation Rank I:
(Self, Sphere, None)
(Willful, Severance)
(Wild Magic, 40% Stability, SP Blowback)
(Position [Redirection])
(4 FP, 1 Attempt, Intelligence Check)
This ability allows the user to move to any location in their offensive sphere at will.
Prerequisites: Arachne species 'Wild Tricksters' gene.

Roll Result: 7

Wild Silent Movement Rank I:
(Self, Sphere, None)
(Willful, Severance)
(Wild Magic, 40% Stability, SP Blowback)
(Breath [Stratagem])
(4 FP, 1 Attempt, Intelligence Check)
This ability allows the user to cease all sound in their defensive sphere until their focus is dropped.
Prerequisites: Arachne species 'Wild Tricksters' gene.

Roll Result: 8

Wild Camouflage Rank I:
(Touch, Aura, None)
(Willful, Severance)
(Wild Magic, 37% Stability, EP Blowback)
(Instinct [Perception])
(4 FP, 3 Attempts, Wisdom Check)
This ability allows the user to camouflage themselves or another individual touched with wild magic.
Prerequisites: Arachne species 'Wild Tricksters' gene.

Roll Result: 9

Imposing Illusion Rank I:
(Self, Aura, Limiting)
(Willful, Severance)
(Wild Magic, 39% Stability, HP Blowback)
(Tension [Perception])
(4 FP, 4 Attempts, Willpower Check)
This ability allows the user to surround themselves with an imposing illusory aura, which will add the Panic Status Effect to any they hit or who tries to hit them with melee combat that fails a courage check.
Prerequisites: Arachne species 'Wild Tricksters' gene. (12 points from cost, 1 point per FP for up to 20, 8 points necessary for Panic)

Roll Result: 0

Swarm Sphere Illusion Rank I:
(Touch, Sphere, None)
(Willful, Severance, Situational)
(Wild Magic, 37% Stability, EP Blowback)
(Swarm [Perception])
(4 FP, 1 Attempt, Wisdom Check)
This ability allows the user to create an arrangement in a spherical radius of illusions of insects or migrating species which will add the Panic Status Effect to any they touch if are afraid of them.
Condition: The individual must be afraid of at least one migrating species for it to take effect.
Prerequisites: Arachne species 'Wild Tricksters' gene. (12 points from cost, 1 point per FP for up to 20, 8 points necessary for Panic)

Ethnicities

The smallest arachne race is the acarox which has no webbing or venom, though its bite does contain anesthetic which tends to make prey less likely to even realize they are being feasted upon. They have two eyes, are squat with a harder shell, and their arms and legs are shorter but more hooked. The acarox typically drink the blood of other creatures, but also will feast on skin, plants, fungi or other smaller creatures. Tick and Mite emphasis is strongest here. The acarox females are small in size, with the males being little in size and all other sexes being minute.

(E-4) Stealthy Observation: +1d10/2 Daily Stealth Check Advantage, +2 on Stealth Checks, and +1 on Visual Observation Checks. [Acarox Arachne]
(E-4) Endurance: +2 EP. [Acarox Arachne]
(E-4) Stealthy Dissociated Bite: +1 to Stealth Checks, and the 'Dissociated Bite' ability. [Acarox Arachne]

Dissociated Bite Rank I:
(Touch, Aura, None)
(Willful, Severance, None)
(Natural, 101% Stability, EP Blowback)
(Vitality [Legacy], Vitality [Stratagem], Flesh [Legacy])
(6 cost, 4 Attempts, Stealth Check)
This ability allows the user to bite another, make them recognize them as an ally, and then make them feel a little sluggish, applying the Claret and Numbed Status Effects and dealing Rank + Dicepool + Stealth damage per turn.
Prerequisites: Acarox arachne species and ethnicity genetics. (18 points from cost, 1 point per FP for up to 20, 6 points necessary for Claret, and 12 points necessary for Numbed)

The next arachne race is the etaliss and they have the strongest venom of any arachne. As with all arachne, the smaller the individual, the more concentrated the dosage is, with the exception of the acarox which do not produce it. Having eight eyes, the etaliss is also the race with the highest jumping capacity, being able to leap extremely far, though this does come at the cost of stamina as they force blood rapidly into their legs and arms. They also are better able to hide themselves, shifting the color of their thin silk shrouds between common hues in the region. Additionally, using stamina, they may expand their abdomen to reveal highly reflective sections of it which may dazzle would be predators or be used for cultural purposes. For reference, I used the Heavy Jumping Spider, Spiny Orb Weaver, Mirror Spider, Whitebanded Crab Spider, Goldenrod Crab Spider, Black Widow Spider and Redback Spider, and Brown Recluse Spider as inspiration. As such, yes, they would have the hourglass shape on both the underside of their abdomen (like the black widow) and the top (like the redback spider), as well as the reflective parts and spiny parts there. The females are medium in size, with the males being small in size and all other sexes being modest.

(E-4) Slow Leaping, Slow Provoking: Those with this gene have -2 to their Stamina Pool maximum, are able to use any unspent EP for +1d10/2 to Leaping Checks per point of EP spent, and are able to use any unspent MP for +1d10/2 to Provoke Checks per point of MP spent. [Etaliss Arachne]
(E-3) Observant Silken Camouflage: Those with this gene have the +1d10/2 Daily Observation Check Advantage, and the 'Silken Camouflage' ability. [Etaliss Arachne]

Silken Camouflage Rank I:
(Self, Aura, None)
(Standard, Halved, Situational)
(Natural, 107% Stability, EP Blowback)
(Stain [Legacy])
(2 cost, 5 Attempts, Craft Check)
This ability allows the user to create and utilize their silk.
Situation: The user creates Rank + Dicepool + Craft Check kg of silk that they set aside for future use.
Situation: The user creates and uses their silk in a means that will make it fade over time, applying the Faded Status Effect to themselves, boosting their camouflage capability.
Prerequisites: Etaliss arachne species and ethnicity genetics. (6 points from cost, 1 point per FP for up to 20, 7 points necessary for Faded)

(E-5) Hemorrhaging Bite: Those with this gene have the 'Hemorrhaging Bite' ability. [Etaliss Arachne]

Hemorrhaging Bite Rank I:
(Touch, Aura, None)
(Swift, None, Depleting)
(Natural, 99% Stability, EP Blowback)
(Toxin [Legacy], Toxin [Stratagem], Vitality [Legacy])
(10 cost, 3 Attempts, Stealth Check)
This ability allows the user to bite another and inject their toxin, applying the Hemorrhaging and Bane Status Effects five times and dealing (Rank + Dicepool + Stealth) * 3 damage.
Prerequisites: Etaliss arachne species and ethnicity genetics. (20 points from cost, 1 point per FP for up to 20, 5 points necessary for Bane, and 16 points necessary for Hemorrhaging)

The dinidae are the next arachne race, and unlike the other races they are born eyeless, instead utilizing a very strong sense of smell and their other senses. In addition, they are capable of producing not only a strong venom, but a wide variety of pheromones which are used in capturing prey, warding off predators and finding prospective mates, even those of other species. Their exoskeleton is very hard and durable, and in addition to weaving webs, they create trapdoors from which to ambush prey and are able to move faster than the other races when climbing or running. Unlike many other arachne who keep their eggs well hidden or otherwise protected, the dinidae will web them to their abdomen and back, and even carry them into war if needed. For reference, I utilized the inspiration of the Black Armored Trapdoor Spider, Ravine Trapdoor Spider, and the Eyeless Kauai Cave Wolf Spider, among other Wolf Spiders. The females are large in size, the males small in size, and all other sexes either modest or medium in size.

(E-4) Enduring Doubly Weak Observation: +1 EP, -4 to Visual Observation Checks, -4 to Visual Observation Checks when pure, and may use any unspent MA for +1d10/2 Olfactory Observation per point of MA spent, and may use any unspent FP for +1d10/2 Auditory Observation per point of FP spent. [Dinidae Arachne]
(E-4) Silken Pheromones: Those with this trait have +1 on Charming Checks and the 'Silken Pheromones' ability. [Dinidae Arachne]

Silken Pheromones Rank I:
(Self, Cuboid, None)
(Willful, Severance, Situational)
(Natural, 107% Stability, EP Blowback)
(Stain [Legacy], Breath [Legacy], Flesh [Fluctuation])
(6 cost, 2 Attempts, Craft Check)
This ability allows the user to create and utilize their silk.
Situation: The user creates (Rank + Dicepool + Craft Check) * 3 kg of silk that they set aside for future use.
Situation: The user creates and uses their silk and pheromones to hide themselves, applying the Hidden and Bane Status Effect to themselves and allies, boosting their stealth and camouflage capability.
Situation: The user boosts their speed and climbing skill, applying the Summit and Bane Status Effect to themselves and allies, boosting their MP and climb capability.
Situation: The user spreads out pheromones to affect others in the cuboid, applying the Bane and Charmed Status Effect to them.
Prerequisites: Dinidae arachne species and ethnicity genetics. (18 points from cost, 1 point per FP for up to 20, 5 points necessary for Bane, 12 points necessary for Summit, 12 points necessary for Hidden, and 16 points necessary for Charmed)

(E-4) Reflexive Spiteful Bite: +1 to Reflex Checks, and the 'Spiteful Bite' ability. [Dinidae Arachne]

Spiteful Bite Rank I:
(Touch, Aura, None)
(Rebuff, Spiteful, Depleting)
(Natural, 103% Stability, EP Blowback)
(Vitality [Legacy], Flesh [Legacy])
(6 cost, 2 Attempts, Reflex Check)
This ability allows the user to bite another, dealing (Rank + Dicepool + Reflex) * 4 damage.
Prerequisites: Dinidae arachne species and ethnicity genetics.

The next arachne race is the sanasill, and unlike most other races, they live most of their lives alongside bodies of water or even underneath them. Utilizing their webbing to create pockets of air, holding together rafts and even throwing it as a net, they generally prefer to avoid heights, unlike the other races. In addition, due to the shape of their abdomen and back, they are often mistaken for driftwood by unsuspecting prey and predators, and have four eyes of equal size, two of which they will tend to keep underwater and two which they will keep above it, when searching for prey which might be
within range. For influence, I used the Diving Bell Spider, Raft Spiders, Ogre-Faced/Net-Casting Spider, and Tree Stump Orb Weaver Spider. The females are medium in size, the males are small in size, and other sexes are modest.

(E-4) Stealthy Swimming Observation: +1d10/2 Daily Stealth Check Advantage, +1d10/2 Daily Swimming/Diving Check Advantage, +1d10/2 Daily Observation Check Advantage, and +1 on Stealth Checks. [Sanasill Arachne]
(E-4) Enduring Accurate Silken Arts: +1 EP, +1 Accuracy, and the 'Silken Arts' ability. [Sanasill Arachne]

Silken Arts Rank I:
(Self, Aura, None)
(Standard, Halved, Situational)
(Natural, 107% Stability, EP Blowback)
(Stain [Legacy])
(2 cost, 5 Attempts, Finesse Check)
This ability allows the user to create and utilize their silk.
Situation: The user creates Rank + Dicepool + Craft Check kg of silk that they set aside for future use.
Situation: The user creates a little extra silk to aid in holding things together that they are crafting, though the silk created in this situation will fade away once the crafting is finished, gaining the Galvanized Status Effect.
Situation: The user creates a little extra silk to aid in holding things together that they are jury-rigging, though the silk created in this situation will fade away once the jury-rigging is finished, gaining the Frantic Status Effect.
Prerequisites: Sanasill arachne species and ethnicity genetics. (6 points from cost, 1 point per FP for up to 20, 6 points necessary for Galvanized, 6 points necessary for Frantic)

(E-4) Friendly Bite: +1 to Stealth Checks, +1 to Charming Checks, and the 'Friendly Bite' ability. [Sanasill Arachne]

Friendly Bite Rank I:
(Touch, Aura, None)
(Standard, Halved, None)
(Natural, 101% Stability, EP Blowback)
(Vitality [Legacy], Vitality [Stratagem], Flesh [Legacy])
(4 cost, 5 Attempts, Stealth Check)
This ability allows the user to bite another, make them recognize them as an ally, and then make them feel a little sluggish, applying the Numbed Status Effect and dealing Rank + Dicepool + Stealth damage.
Prerequisites: Sanasill arachne species and ethnicity genetics. (12 points from cost, 1 point per FP for up to 20, 12 points necessary for Numbed)

The final arachne race is the tanitha and as the largest it is also the hairiest and most primitive, with females walking on four legs of equal size and males walking on six and using two large arms and no secondary smaller ones. Tanitha have six eyes of nearly equal size, though their two largest are wider with more of an almond shape. While the tanitha do use webs to create funnel structures for their homes, this is primarily used to hold captured food and offer shelter from predators or the environment, whether the funnel is created above or below ground. Instead, much of their hunting is done high up where they will leap out at birds, small mammals and lizards, and even other sentient species if sufficiently starved or deranged. For reference, I used the Goliath Bird-Eating Tarantula and Australian Funnel-Web Spiders as influence. Females are of huge size, males of modest size, and other sexes are medium or large.

(E-4) Speedy Observation, Slow Reasoning Leaping: +1d10/2 Daily MP Recovery Advantage, +1d10/2 Daily Observation Check Advantage, -1 on Reason Checks, and may use any unused EP for +1d10/2 to Leaping Checks per EP spent. [Tanitha Arachne]
(E-4) Enduring Silk Creation: +1d10 Daily EP Recovery Advantage, +1 on Might Checks, and the 'Silken Tunneler' ability. [Tanitha Arachne]

Silken Tunneler Rank I:
(Self, Aura, None)
(Standard, Halved, Situational)
(Natural, 107% Stability, EP Blowback)
(Stain [Legacy])
(2 cost, 5 Attempts, Finesse Check)
This ability allows the user to create and utilize their silk.
Situation: The user creates Rank + Dicepool + Craft Check kg of silk that they set aside for future use.
Situation: The user creates a little extra silk to aid in holding things together that they are crafting, though the silk created in this situation will fade away once the crafting is finished, gaining the Galvanized Status Effect.
Situation: The user creates and uses their silk in a means that will make it fade over time, applying the Faded Status Effect to themselves, boosting their camouflage capability.
Situation: The user creates and uses their silk in a means that will aid in tunneling, applying the Excavator Status Effect to themselves, boosting their might and excavation capability.
Prerequisites: Sanasill arachne species and ethnicity genetics. (6 points from cost, 1 point per FP for up to 20, 6 points necessary for Galvanized, 6 points for Excavator, and 7 points necessary for Faded)

(E-4) Spiteful Mighty Bite: +1 to Might Checks, and the 'Spiteful Mighty Bite' ability. [Tanitha Arachne]

Spiteful Mighty Bite Rank I:
(Touch, Aura, None)
(Rebuff, Spiteful, Depleting)
(Natural, 103% Stability, EP Blowback)
(Vitality [Legacy], Flesh [Legacy])
(6 cost, 2 Attempts, Might Check)
This ability allows the user to bite another, dealing (Rank + Dicepool + Might) * 4 damage.
Prerequisites: Tanitha arachne species and ethnicity genetics.

Sexes

Arachne tend to more often be born of more feminine sexes, and due to the fewer number of males, they are more often protected or kept from being sent on distant missions in large numbers.

(m1) Those with this sex gene have +1d10/2 Swarm Domain Daily Advantage, +1d10/2 Stain Domain Daily Advantage, +1 on Stealth Checks, and +1 on Crafting Checks. [Arachne]

(m2) Those with this sex gene have +1d10/2 Flesh Domain Daily Advantage, +1 on Conceal Checks, +1 on Camouflage Checks, and +1 on Accuracy Checks. [Arachne]

(f1) Those with this sex gene have +1d10/2 Swarm Domain Daily Advantage, +1d10/2 Toxin Domain Daily Advantage, +2 Beauty. [Arachne]

(f2) Those with this sex gene have +1d10/2 Stain Domain Daily Advantage, +1 Beauty, +2 on Charisma Checks. [Arachne]

(n1) Those with this sex gene have +1d10/2 Stain Domain Daily Advantage, +1d10/2 Toxin Domain Daily Advantage, +1 on Observation Checks, and +1 on Crafting Checks. [Arachne]

(n2) Those with this sex gene have +1d10/2 Swarm Domain Daily Advantage, +1 on Observation Checks, +1 Beauty, and +1 on Crafting Checks. [Arachne]

Arachne have their own language, as well as most knowing the language of whatever culture they live within or closest to that is not their own, and the nearest Longdracon Dragon-Kin languages. This is not to say that some do not speak others rather than those particular languages, or in addition to it, merely that they are the most likely languages for them to speak. While arachne are considered of upper, mercantile, or noble class, some have not fared as well and dropped to middle and lower classes, though such possibilities are rare.

For the sake of this playtest, the rules for food and drink that are optional are not being utilized, and respiration is utilizing the two-fail check mechanic for reducing from one level of respiration to another, rather than the more advanced mechanic.

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