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EVEN

EVEN MORE
MORE
GM:
give the spideys opportunity to be heroes and people.
make every person important; death is a big deal and even
villains have their reasons. play to find out what happens;

SPIDERS
SPIDERS !!
ask questions and build on the answers: “have you fought
electroboy before? how’d it go?”. ask “what do you do?”,
and use failures to push the story forward.
A THREAT...
2. an upstart teen who just
1. a shady businessman got powers

PLAYERS: MAKE YOUR SPIDERS ROLLING THE DICE: 3. an evil scientist 4. a greedy corporation
pick a spider name and look, and choose your extra gimmick if you do something risky, roll 1d6, +1d if you’re extra 6. an opportunistic
along with your usual spider-powers (sticky hands/feet, prepared, +1d if you’re extra skilled. compare each die 5. a scheming mob boss antihero
web-slingers, spidey-sense, comedic timing). result to your number.
IS TRYING TO...
give your spidey a backstory, complete with the one they if you’re rolling spider, you want to
1. build a reality-bending 2. genetically modify
couldn’t save and how it changed their life. roll under your number. machine themself

now pick your number, 2-5. 3. assassinate an 4. steal a powerful device


if you’re rolling man you want to roll important figure
a higher number means you’re better at SPIDER—spidey over your number. 5. get rid of a staple local 6. hurt someone you’re
hero stuff; slinging webs, fighting bad guys, doing flips, and business close to
looking awesome. if you roll no successes, something goes wrong, the gm says
how you’re set back. IS ORDER TO...
and a lower number means you’re better at MAN—doing 2. get back someone they
if you roll one success, you barely manage it—the gm inflicts 1. make a lot of money love
kid/teen/adult stuff; dealing with school/work and
relationships, navigating regular life, and communicating a complication or cost.
with people. 3. move up the social/ 4. prove they’ve been right
corporate ladder all along
if you roll two successes, you totally do it! nice work!
5. get revenge 6. make a name for
if you roll three successes, you got a crit! name an extra themself
advantage you were afforded.
optionally roll for one or more players:
if you roll exactly your number, you get spidey-sense— AND ON TOP OF THAT, ONE OF OUR HEROES...
special insight into what’s going on. you can ask the gm a 1. has an important 2. just decided to pursue a
question related to the situation you’re currently in, then you deadline coming up non-hero passion
can change your action if you want to and roll again.
3. is transitioning to a 4. has a new dedicated
new school/job and nosy fan
to help someone else, say what you’re doing and roll like
normal. if you succeed, give the person you’re helping +1d 5. has a relative/friend 6. is in a fight with
on their roll. working for the bad guy someone close to them

a game by riley rethal, metagame.itch.io / @jaceaddax. a hack of “lasers and feelings” by john harper.

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