By Feryn, for the Atargia bloodline. Also, a discipline of the Ch'i Chu bloodline.
Firing the webs as a climbing line or weapon requires a Dex+"Web Spinning" roll, difficulty calculated as per thrown weapons, and damage as per a bola. Maximum range of a web-shot is Strx10 yards.
For each Blood Point spent, the Kindred can create enough webbing to fill 40 square feet, or lower one's self 300 feet. However, producing this amount of webbing takes an entire action.
Atargia are immune to the adhesive aspect of the webbing, and can easily sever their own webbing with their claws if need be.
The key to not perishing quickly when hit with this venom is to lie still. The more one acts, the quicker the poison works through the system. This venom can be introduced into the victim either by a bite attack or by using claws.
Dexterity is reduced by 2 while the armor is active. This armor is resistant to many attacks, and provides certain additional abilities. The following abilities are gained while the armor is active:
1) The kindred gains 4 soak dice to be used as Fortitude while the carapace is active.
2) fine, delicate hairs cover most of the body, providing a motion-detection ability. The kindred rolls Perception and Alertness, difficulty 8. Each success on this roll gives the Cainite one additional die to roll for initiative for the remainder of the scene. In addition, each success reduces the number of dice lost due to acting blinded by one.
3) The talons that the Kindred gained at L2 Arachnos increase in size and damage to Str+2, without modifying the difficulty. The claws remain retractable as per L2.
4) The Vampire grows four additional limbs in the form of two additional arms per side. Additional arms give the character the ability to make multiple attacks per turn without splitting dice pools, just like Fomor (see W:tA, first Ed, pg 246). Each additional pair of limbs may be equipped with claws and spinnerets, though each additional pair of talons and/or spinnerets must be purchased separately (i.e., 3 sets of spinnerets and 2 sets of claws would cost 5 Blood Points to enable).
While the web is intact, the effects remain, and if the object linking the Web to the Target is removed, the effect is canceled. Spinning the Web requires (11-Successes on the Creation roll) in hours to create, and if interrupted, the web collapses into a worthless heap. Destroying a Web requires inflicting 10 wound levels to it, and each type of Web has a number of Soak Dice equal to the current willpower of the Kindred weaving it. Examples of Web of Fate types are as follows:
1) The Weaver's Bane: For each success on the creation roll, the target receives one additional botch on all rolls involving a particular Attribute.
2) The Weaver's Blessing: For each success on the creation roll, the target receives one additional success on any roll involving a particular Attribute, for the purposes of counteracting rolled or accumulated Botches.
3) Weakness of Will: For every two success (round down) on the creation roll, the victim of this Web of Fate is one lower difficulty for purposes of Presence, Dominate, or other mind-effecting disciplines or magic.
4) Strength of Will: As above, but successes increase the difficulty of said effects.
5) Web of Translocation: This Web must be made in pairs, and is the only type of Web of Fate that affects anyone in contact with it. By spending a willpower point while situated in the center of the Web, the individual using the web is instantly transported to the second web of the set. If one of the pair of Webs is damaged, the transportation will not be activated. Each success indicates the maximum distance between the webs according to the following table:
Successes | Distance |
1 | 5 miles |
2 | 25 miles |
3 | 100 miles |
4 | 1000 miles |
5 | anywhere on the planet |
6 or more | Anywhere the Kindred has been. |
6) Web of the Umbral Lords: Each success on the creation roll allows the user/target to roll one die against the Gauntlet of her current location for the purposes of side stepping, as well as acting as a maximum number of dice she can roll while in the Umbra. If the Web is destroyed while the User is in the Umbra, she is immediately torn from the Umbra, and suffers a number of aggravated wounds equal to the Gauntlet of the area she emerges in.
7) Web of the Terror of the Disciple: The number of successes on the creation roll equals the difficulty modifier for all actions taken against the target of the Web while he remains in the center of the Web, similar in effect and scope as Majesty.