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Racial Abilities: 

Spider form- Due to her interaction with the totem of evolution, an Eldritch Edifice that plagued the jungle as it hovered above the trees. Her flesh and chi became tainted by the otherworldly spatial anomaly. It resulted in a mutation permitting the immortal giantess to don an arachnid form. The chieftain sprouts eight feelers (From the spine), allowing her to scale walls and employ them to grapple prey and block/parry blows. The body is embellished in a reddish bone mold with a crown resembling chitin, following the same restrictions expressed throughout the sheet for her skeletal material. (See Magic section) The hemocyanin in her blood makes it blue. Humans have red blood because the molecule attached to the oxygen contains iron. For spiders, the molecule attached to the oxygen contains copper, which alters their hemoglobin's hue.

Valerna can fire strands of webs from the tips of those spider ligaments, which she can use to trap her meals, pull herself to higher terrain, grab an item, web sling, or attempt to escape an attack. Alternatively, with enough time, she can spin a web most useful as a setup before an engagement due to the three-turn duration this arduous process takes. These sprouted extremities are composed of pure osseous matter and can be impacted by the spinner's skill set, serving as an extension of her will. A spider’s muscles pull its legs inward, but cannot extend its legs out again. Instead, it must pump a watery liquid into its ligaments to push them outward. A dead spider’s extremities are curled up because there is no fluid to extend the legs again. This is how she retracts and expands them.

 

This manifestation permits the weaver of webs to communicate and subjugate spiders to serve as mounts or pets. Lastly, this araneae consumes the blood of her prey and slurps up their innards as a delectable soup for nourishment. Be it a man or a cow; all can provide sustenance to the vessel.

Spider Webs/Physical Brawn: All of what is about to be listed is based solely on real-life spider capabilities. If you find this OP, blame God or evolution, not me. If you can have your magic, I can have my facts to construct a character. For its weight, spider silk is stronger than high-grade steel (5-10x depending on species). This organic material is one of the most unbreakable known natural fibers in the world, industries are exploring its potential for making bulletproof garments. Above all, arthropod threads are light and flexible. Given the thickness of the web is 3-inches, and spiderman's is 1mm, he can stop 3,142 Newtons. When properly adjusted for the overall volume it can halt upward of 18,239,084.1889 Newtons (On Earth with real webbings and physics no magic applied.). Some arachnoids eat their webs and then reuse them; Valerna is one such Arachnid.

 

We usually see spider silk as solid webs, but their trappings come in liquid form. Once this spider silk comes in contact with the air, it hardens. This allows the araneae to build their webs. She can fire these ropes, a max distance of 530ft at 90mph or 132fps meaning in 4 seconds it will hit max distance. In contrast, tiny spiders in real life have been known to launch them at 80ft (Can provide a citation.). This silk may hoist upward to 3,500 lbs above her head or with her meshing. The leggings of these profound hunters operate independently from the brain. So the construction of such elaborate nettings can be woven independently. In summary, the ligaments have a mind of their own.

If you find this OP let me explain, an Arachnid the size of spiderman would be the same, wired has a good physics breakdown on it. In truth, this is a nerf, given her mass and delivery method it would go further and faster. But quantifying an unknown creature is outside my purview and expertise, so this would have to suffice. Lastly, spiders can ionize their filigree forcing it to split apart. They use this peculiar evolutionary ability to construct parachutes and kites which they utilize to fly. These curious insects have traversed up to a thousand miles employing this method and can steer using their legs. Given Valerna's volume, she can only achieve this by forming a "slingshot" (As some spiders do in nature) to fling herself and then appropriate the before mentioned method to gain a version of flight.

 

Due to physiological limitations, she can't exceed 50 gs, or a max velocity above 360 mph once accounting for breaking the sound barrier, drag, and air resistance. When web-slinging the same G forces limitations apply and speed limitation. Any more and she will suffer immense injury or tear her extremities from their sockets if not welcome death.

 

Spider vision/senses: All of what is about to be listed is based solely on real-life spider capabilities. If you find this OP, blame God or evolution, not me. If you can have your magic, I can have my facts to construct a character. I have decided not to include the hairs, as they can detect photons, so she could feel you inhaling and exhaling to pinpoint your location across a 120ft radius, which I found to be overpowered. Instead, I opted to go with the Wolf spider's vision for clarity, with the fact that species of salticids (Jumping spiders) can see both UVA and UVB light and in the dark.

 

Spider jumping/agility: All of what is about to be listed are based solely on real-life spider capabilities. If you find this OP, blame God or evolution, not me. If you can have your magic, I can have my facts to construct a character. Jumping spiders use their abdomen muscles (Not legs) to bound across immense distances, over 50x their total length. This would be absurd, and so to keep some balance, I have decided to nerf her entire range to 60ft, which is roughly double that of the current human world record long jump held by Miguel Echevarria (8.83 meters). Her max speed is 40mph due to her athletics, use of extremities, and leg span.

Martial training- Due to her time in the jungle, her ears have been trained to pick up on the soft sounds of disturbances. As such, Valerna can detect the general direction of bowstrings being drawn, twigs snapping, foliage rustling, and footsteps within 250 feet of her location. The weaver has been trained extensively in hand-to-hand/martial weapons, capable of grappling, subduing, or assaulting her opponents with a barrage/flurry of powerful kicks/punches. She often utilizes this to take the fight to the ground, mount her opponents, and bash their skull open against the solid earth. Another favored method is to strangle and fracture the target's neck.  Her muscle memory honed through the centuries of combat; in short, fight first think later served her people well in the Sands and the Jungle climate. 

 

Resilience

+50%- Resilience to poison, rot, and disease-based attacks due to living in the toxic jungle.

 
 

Combat  Description.

Description- Flesh magic is the ability to manipulate one's flesh, as well as that of the deceased. It is broken into two categories though only one applies here. Bolstering, the modification of one's body, and the grafting of STUDIED extremities onto the vessel. She cannot manipulate the tissue of another, as their chi/magical harmonization is not the same as such, outside of perhaps another bone gear (Depending on locational rules), she will be unable to influence or contort another host/PC vessel. However, if blood is on the ground, that no longer qualifies as being under the player's control. For balance's sake, blood on the body also can't be altered in any way. 

 

The osseous armor she wears is defensive (Able to deflect piercing/slashing, as well as arrows/bolts much like Plate, can), but is mainly offensive. Utilizing it for exploding of the pauldrons (For example) or forming new arrows/equipment from the material (Once ammunition or gear is extracted, the armor on the extremity is gone as it was consumed.). By default, the bone on her body and gear is always at 2x tensile strength of steel; once an object is manipulated, it stays as such. A way to understand this concept is how the bending of metals work, your character doesn't need to pour energy to maintain the smith's efforts.

All buffs last one turn if not specified otherwise, the exception being bone manipulation for the reasoning above. However, altering the shape of an item forever locks it, as constant manipulation will considerably wane the tensile effect. One alteration is acceptable, two means it's now just normal bone, three or above, it will become brittle and crumble in her hands. The strength buffs are focused on amplifying lifting and grip; her punches "breaking bones" is naturally existing strength assuming she is hitting a typical human, unprotected outside of the femur, which is the most rigid bone in the human body. Any such "claims" are subject to the opponent's physiology and, of course, their ability to describe said anatomy for their character. So if having bone akin to iron rods, her punches will no longer break them, but still, damage the soft organs and muscles of the body.

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Magic Abilities.

 

Alter Self (Racial)- The Giantess can use her Chi to decrease or increase her height by 50%. This allows her to blend in easier or increase her presence. While growing, her strength and endurance raise by an equal amount, while shrinking, she gains speed. Once the height is achieved, she can maintain it at no cost only able to alter her size once per fight.

Bone manipulation (Racial)- The Giant can alter any Bone Armor or Weapons by imbuing it with her Chi. Granting it the ability to be 2x tensile strength than steel or elongating its size and reach up to twofold. The Machiavelli can also make minor changes like curving them, adding spikes up to three inches in length, or exploding outward in fragmented debris like a claymore (160ft length 80ft in width.). Can also cause those Feelers/axes if barbed to oscillate at high frequency causing the teeth to tear through flesh like a chainsaw, The ends can become pointed like spears. The temptress can manipulate the calcium in her body, allowing her to coat the outside in a redbone armor from neck to toe.  Able to draw from the lactation stored within her large mammary glands, to expedite the creation of the armor
(Once per fight she can spawn her armor.)

Bodily Amagalation- All spilled bodily fluid, fat, muscles, or waste on the ground or adhered to a non-PC (Within 1750ft) will be pulled inwards upon the currents of a crimson rivulet. The collected mass can be formulated into a repugnant boiling morbid gout (100ft long 50 ft wide, second degree burns) fired from her skeletal spiderling growths. Lastly, it can be culminated into a single cannon round (3ft in diameter) with 4-inch spikes and expelled at 130 mph toward the target. The material is solidified, akin to bronze, and can be launched 150ft. (Niche, it will only work where there is lots of genetic material aka dead or requires Brood mother to be used first.)

Brood mother: Using the art of Binding (summoning), the manipulator can create four magical variants of Spiderlings, which the threader deploys onto the field to assist in combat. These 4ft tall/long 9ft wide minions can shoot webs (60ft) and pounce (90ft) onto their prey. If they land, they explode in a 80ft radius, dealing concussive damage and coating their target in boiling bodily soups. (3 turn cd)

 

Hemoglobin: Her Arachnid creations serve as ammunition, allowing the Giantess to meld them with her flesh magic. Ripping apart their bodies and generating a torrent of boiling blood, adipose, and tissue, the carapace becomes tiny shards of glass capable of shredding and embedding into exposed flesh if they fail to escape the influenced area. These cone-shaped deluges expand 120ft in distance, 10ft in height, and 60ft in width from either of her children. Alternatively, building on her bone manipulation, the dead spawn can serve as mines, sending bone shrapnel in a 90ft spherical spread. They are detonated via the clicking of her crowned mandibles or spider leggings. (Niche, it will only work where there is lots of genetic material aka dead or requires brood mother to be used first)

 
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