By Paul Michael Graham, for the Arachne bloodline.
Modifications by Michael Dopheide emphasized.
System: No roll is required however, a blood point must be spent.
System: To activate this power, an Arachne must spend a blood point and then make a Dexterity + Athletics roll (Difficulty 7). The vampire may then jump 10' either vertically or horizontally for each success.
System: Only arachnids within hearing range are affected. Roll Charisma + Survival to determine how well the call is received.
1 Success | One animal responds. |
2 Successes | A quarter of the animals who hear The Beckoning respond. |
3 Successes | Half of the animals respond. |
4 Successes | Most of the animals respond. |
5 Successes | All of the animals respond. |
System: To attack with the webbing, the character must roll Dexterity + Weaving (Difficulty 7). If a successful attack is made, the webbing will grapple an opponent and have an effect equal to the number of successes made. Note that targets may attempt to dodge the webbing (Difficulty 7), with each success taking away an attack success.
Successes | Effects |
1 | -1 difficulty to all dice rolls |
2 | -1 dice to all rolls |
3 | -2 dice to all rolls |
4 | -5 to all dice rolls |
5 | Immobilized |
System: There is no roll to use this power, but a blood point must be spent.
System: No roll is necessary to make the poison, it just needs to enter the bloodstream. The victim can make a stamina check (difficulty 9) and stay aware one extra turn per success.
System: To use this power, a vampire must spend a first successfully bite his opponent and make a Dexterity + Medicine roll (Difficulty equal to opponents Stamina + Fortitude). Each success poisons one blood point of the victim, that can no longer be used. The contamination lasts until the new blood is replaced.
If all of a Kindred's blood points have been poisoned, she immediately enters a paralyzed state resembling torpor. The victim cannot recover until at least one point of fresh blood is given to the victim.
Mortals may attempt a soak roll to survive the poison. If a mortal fails to soak the damage, he becomes nauseated and will soon die.
System: To use this form the vampire must now consume 2 blood points per night instead of the normal one. If the vampire wishes to transform all of his mass into spiders all in one round, it will cost another 2 blood points to accomplish this. In this form, the vampire is almost impossible to detect (Peception + Alertness, difficulty 9).
If successful, the victim has to make a courage roll (Difficulty 8) or spend a willpower point, to go anywhere near a spider. If a victim of Arachniphobia is encountered by a spider and can not flee, he may go into Rotschreck.
System: The vampire must make a Manipulation + Subterfuge roll (Difficulty equals target's Willpower) to implant the phobia. The number of successes needed is equal to the victim's courage.
System: No roll is required to use this power, but three blood points must be spent to activate it. The webbing has a Fortitude bonus of +3 and lasts for one hour before the webbing desolves.
System: To use this power, the vampire must drain three blood points, from himself, into the cocoon, for every +1 he wishes to add to his Trait Max. Rating. The hibernation takes a full 24 hours to complete. After this time, the vampire awakens and must make a courage test (Difficulty 5, +1 for every Trait Max. Rating increase) to avoid frenzy (all future frenzy rolls are made at -2 difficulty for the duration of the increase). The effects of the increase last for one full night in which time the vampire's Physical stats can be increased to the new levels.
In using this power, there is no limit to how high the Trait Max. Rating can go, however; this is not without its consequences. First, all social attributes, for the duration of the increase, are lowered by one for every +1 that the Trait Max. Rating is raised. Second, after the increases has faded, the character must make a Willpower roll (Difficulty 8) to avoid getting a permanent derangement because of the powerful blood.
System: A vampire using this skill must make a Wits + Animal Ken (Difficulty 7) to see how many spiders are successfully summoned. These spiders are identical to the ones in the Vampire Players Guide but are slightly different. They gain: +1 to all Physicals and Potence, one additional attack, and they are poisonous. The spiders arrive immediately and fight until destroyed.
Successes | Number Summoned |
1 | 5 |
2 | 10 |
3 | 15 |
4 | 20 |
5 | 25 |