By John Donoghue (jdonoghue@juno.com)
Totem: Anasasa (See Below)
Breeds: Homid, Archnos
Initial Willpower: 3
Initial Gnosis: 2 for Homid, 4 for Arachnos.
Rage: See Physiology (below)
Backgrounds: 5 pts. in anything
Gifts/Rites: See below
Totem cost: 4 (free to Ananasi)
Even though Ananasa is imprisoned, she still helps her children. Her children gain three additional occult traits and 2 additional Enigmas traits. All she asks is that her children seek to save other Ananasi from the Wyrm.
Ananasi are living vampires. They do not have Rage but rather a blood pool. They can hold up to ten blood points; any more then that and they begin to feel sluggish. They can be filled with any blood, but human is preferable. Blood may be used in the manner of Rage to gain additional actions. Ananasi may also spend a blood to heal a non-agg damage. Unlike vampires they don't suffer from not having blood in their pools. Think of it as a Garou fighting on an empty stomach. When they have no blood, they merle can't take extra actions or heal.
They have fangs like vampires and secrete a similar enzyme that can close the wounds. For feeding, use Vampire rules. Also, Ananasi may spin webs to keep a prey imprisoned for a time.
Ananasi also have the benefit of not taking damage from silver or loose Gnosis from carrying it. Unfortunately, the Ananasi don't share the other changeling breed's immunity to disease or even their tolerance to poisons.
Though Ananasi are not damaged by the sun, but they are nocturnal by nature.
Trait bonus: None
Trait Bonuses
Physical: Energetic x2, Brutal, Resilient, Tough, Lithe, Quick, Dexterous.
Social: Bestial and Tactless
+1 additional health level
Trait Bonuses
Physical: Energetic x2, Brutal, Brawny, Tough x2, Resilient, Lithe, Quick
Social: Bestial x2, Tactless
+1 additional health level
Trait Bonuses
Physical: Strength and Stamina traits are 0 but Dexterity traits are still usable with a bonus of Quick x2, Dexterous, Lithe x2 and Quick.
Social: All social traits are reduced to 0.
Insect Eyes: By spending a Gnosis the Ananasi may change the shape of its eye, making them multi-lensed. This imparts 360-degree vision, along with vision that extends twice as far a normal. This may be used in conjunction with Eyes of the Cat.
*Jump: Spiders have tremendous leaping abilities. The Ananasi enters an extended static physical challenge (you keep testing till you lose) against 6 traits. For every success the Ananasi doubles its jumping distance. This gift may be used in any form.
Replenishment of the Flesh: The Ananasi may heal agg damage by summoning spiders to replace the lost flesh. The Ananasi must spend a Gnosis per level it wants to heal. The Ananasi must be doing nothing else while doing this.
Spider Scout: By spending a Gnosis and a blood, the Ananasi may send out one of its small spiders. The users body will lose something on her body with an equal mass as the spider's. The Ananasi may do this for as many Gnosis she has. If the Ananasi has the Gift: Replenishment of the Flesh, it may replace the lost spider and still maintain contact with spider scout.
*Web Haven: With this gift, the Ananasi can create a barrier of night that anchors in both the physical world and the Umbra. This works as an early warning system so the Ananasi is alerted to any potential threats or meals that enter the Ananasi's claimed area. Unless the Ananasi wishes it, the spun threads blend in to the area that they're in, thus camouflaging them from natural senses. To create the web, the Ananasi must spend a blood (unless in crawling form) and make a Gnosis challenge against 5 traits. The area effected is about 100 square ft. The webs don't need solid supports to remain intact.
Wyrmling Kinship: By spending a Gnosis point and winning a social challenge against 7 traits. If The Ananasi wins Wyrm creatures are more inclined to take the Ananasi as a friend rather than a foe. Any Wyrm creatures must make a social challenge against the Ananasi or the will talk to the Ananasi before it fights.
*Gifts that can be taken during character creation.
Attunement: Same as Bone Gnawer Gift except it works in dark places.
Bug Lord: By entering an extended social challenge against 7 traits the Ananasi may summon a horde of insects. Through telepathic commands the Ananasi may give them simple orders which they will perform to their ability. The number of insects is dependent on the number of challenges. 1 success = a minor swarm, enough to cover a person. 3 successes = enough to fill a small room. 5 successes = enough to cover an entire building. This also allows the Ananasi limited ability to converse with insects, very limited.
Iron Web: The Ananasi can spin webs that are nearly transparent and very tough. By spending a blood, a Gnosis and winning a simple test, the Ananasi can spin a web that is very tough. The webbing can soak with 7 traits and has 5 health levels. When all the health levels are gone, it is destroyed. Morphean Bite: The Ananasi use this Gift to put their victim into a deep sleep. The Ananasi must first bite the victim, then the Ananasi enters a Gnosis challenge against the victim's Stamina related traits. If successful, the victim falls asleep for 12 hours unless violently awakened. If this happens he is down 2 physical traits for the remainder of the scene.
Spinnerets: The Ananasi with this power have developed their web spinning power to a new level. They can spin webs in any form and it is much thicker and stronger than normal webbing. It is almost a quarter inch in diameter, but is very hard to see (static mental challenge against 8 traits). It takes a fair amount of strength to break a strand (a static challenge against 6 traits). If the strands are woven together they make a strong stand indeed (6 traits x number of strands = trait total for challenge). Most Ananasi are proficient in the arts of web spinning and use this power to imprison prey, set traps, seal things off, lower or raise themselves, capture opponents or other such things. To activate this gift, one blood must be spent. The maximum that can be created from the expenditure of the one blood is roughly enough webbing to fill a 40ft. Square area or lower the Ananasi from a 300 ft height.
Venom Bite: The Ananasi uses its fangs to inject a potent and instantaneous poison that could stop a bull elephant, or even a Garou. The Ananasi must spend a Gnosis then successfully bite the victim. Then the Ananasi must make a Gnosis challenge against the victim's Stamina related traits +2. One bite removes the ability to uses limbs. The second stops automatic functions such as breathing and heart beat (the victim is not dead, only paralyzed until the poison is purged). The poison can be purged by any supernatural means as if it was four health levels of non-agg. This power doesn't work on other Ananasi.
Visceral Agony: By spending One Gnosis, one blood pt. and winning a simple test (retest with occult) the Ananasi may cause the wound penalties from its claws to double, or if the victim doesn't suffer from them, it suffers them as normal. This only applies to the damage inflicted by the Ananasi; the penalties from earlier wounds are not effected.
Wall Crawling: Same as Ragabash Gift: Fly Feet.
Crawling Poison: Same as Black Spiral Dancer Gift.
Entropic Bite: This gift allows the Ananasi to produces a powerful venom that causes pain and lose of regenerative abilities. The character must first bite the victim. Then the player spends two Gnosis and then enters an extended challenge against the victim, the biter's Gnosis vs. the targets stamina related traits + 5 (be sure to count the number of times the biter wins) . Once the venom enters the victim, the target feels burning pain from the bite. Then she begins to take 1 health level of aggravated damage per number of time the Ananasi won the challenges. Vampires are affected by this gift but they may expel the poison by expelling five blood points.
Obedience: Same as Shadow Lord Gift.
Travel Web: The Ananasi can travel the great sprawling Umbral Pattern Web, much as if it was a Moon Bridge. They must first side step into the Umbra from within a City or another Weaver stronghold and they may then travel the web to any other city or Weaver stronghold.
Umbral Barrier: The Were-spider may spin a web that can increase the level of the Gauntlet. As the creator, the Ananasi may make a backdoor to avoid the raised Gauntlet.
Wyld Warp: Same as Black Fury Gift.
Rank | Alliance | ||
Weaver | Wyrm | Wyld | |
1 | 2 Cunning, 1 Obedience | 1 Cunning, 2 Obedience | 2 Wisdom, 1 Cunning |
2 | 4 Cunning, 1 Obedience, 1 Wisdom | 2 Cunning, 4 Obedience | 3 Wisdom, 2 Cunning |
3 | 6 Cunning, 4 Obedience, 1 Wisdom | 4 Cunning, 6 Obedience, 1 Wisdom | 6 wisdom, 4 Cunning, 1 Obedience |
4 | 8 Cunning 6 Obedience, 2 Wisdom | 6 Cunning, 8 Obedience, 2 Wisdom | 9 Wisdom, 6 Cunning, 1 Obedience |
5 | 10 Cunning, 7 Obedience, 4 Wisdom | 7 Cunning, 10 Obedience, 4 Wisdom | 11 Wisdom, 8 Cunning, 1 Obedience |
6 | 13 Cunning, 10 Obedience, 6 Wisdom | 9 Cunning, 14 Obedience, 6 Wisdom | 14 Wisdom, 12 Cunning, 2 Obedience |