• Web of Smoke
This gift creates a simple trap made from webbing. The web is not sticky, and can appear as simple as a mass of cobweb, or as an intricate, thick-stranded web obviously designed to keep out or capture intruders. Once the webbing is disturbed however, it dissolves into a thick, noxious black smoke, which obscures the vision and smells worse than a hundred or so rotted eggs. While not effective as a weapon, it has stopped many creatures from getting too far into an ananasi's lair.
Cost: One essence point.
Dice Pool: None.
Action: Immediate.
Roll to Resist
Anyone caught in the cloud must roll stamina at difficulty 8, or immediately go into a convulsive fit of vomiting. The target must make a stamina roll at difficulty 8 each turn thereafter to take any action. The subsequent action could include activating Resist Toxin, or getting out of the area. The duration of this lasts for one hour or until the scene concludes, whichever comes first.
Vampires
As vampires don't breathe, they don't suffer the above penalty, however they are at a +1 difficulty for any action taken until they exit the cloud. One full turn must be spent trying to leave the cloud - if they're stopped, the +1 difficulty remains.
•• Silencing Webs
This gift is used by an ananasi in her pithus form, and generates a heavy covering of webs over the mouth on an enemy. These webs can potentially smother a target, but are primarily used to keep the target from calling out warnings or biting the ananasi. The webs can also be used to cover a target's eyes or ears.
Cost: One essence point.
Dice Pool: Dexterity + Throwing.
Action: Immediate.
Roll Results
Botch: The shifter misses her intended target, and the possibility of hitting an unintended one arises. All essence spent is lost.
Failure: The shifter misses her intended target. All essence spent is lost.
Success: The shifter manages to cover the target.
System
To make a standard attack, the ananasi simply does as above. In order to suffocate a target however, she must make two separate rolls, once to cover the mouth, one to cover the nose.
The webs possess an effective strength rating of 7, and can take 3 levels of damage before being broken.
••• Spinnerets
All ananasi can generate webs in their crawlerling and pithus forms, but this gift allows them to generate webs in any shape. The sheer volume of webbing created by a Damhan in anything other than crawlerling form all but guarantees the capture of a target foolish enough to touch the stuff.
Cost: None.
Dice Pool: A Primal Urge roll must be made in order to grow the spinnerets. At Primal Urge level five, no roll is required.
Action: Immediate. Once the character reaches Primal Urge five however, the action becomes reflexive.
Roll Results
Botch: The ananasi fails to create the spinnerets, and cannot attempt to do so again for the remainder of the scene.
Failure: The ananasi fails to create the spinnerets, and must wait until her next turn to try again.
Success: The spinnerets are created successfully.
•••• Iron Web
The ananasi can spin a web that is nearly transparent and remarkably durable. Many ananasi use this webbing to create their permanent lairs and Sylies. The Iron Web made by this gift is extremely tough and can last for months, even years as long as the ananasi keeps it properly groomed. Ananasi can consume this webbing and use it again after digesting it properly, thus avoiding the need to spend more blood points on it.
Cost: Two essence points are spent to activate this gift, then the following turn the ananasi spends the blood required to create the webbing.
Dice Pool: Primal Urge to activate the gift at the same time the character spends the required essence.
Action: Immediate.
Roll Results
Botch: The ananasi fails to activate the gift, and cannot attempt to do so again for the remainder of the scene. All essence points are lost.
Failure: The ananasi fails to activate the gift, and cannot attempt to do so again until her next turn. All essence points are lost.
Success: The ananasi successfully activates the gift and on the next turn may spend blood and create the webbing.
Launching an Attack
If the ananasi intends to use this webbing to hit a target, an attack roll must be made. This can be done during the same turn as the blood is spent to create the webbing.
Cost: Only that of the blood points used to create the webbing used for the attack.
Dice Pool: Dexterity + Throwing.
Action: Immediate.
Roll Results
Botch: The ananasi fails to create the webbing and all blood points are lost.
Failure: The ananasi fails to hit the target, but can consume the webbing in order to regain the blood points.
Success: The ananasi hits the chosen target.
Iron Web's Dice Pool
Strength: Nine.
Health Levels: Equal to the Ananasi's homid stamina rating.
Armor Rating: Equal to the Ananasi's homid stamina rating.
For a target ensnared in these webs, they must accumulate a number of successes equivalent to the Ananasi's homid stamina rating, on strength rolls, to break free.
••••• Razor Web
By employing this gift, the ananasi can coat a target or person with very strong, very thin, razor-sharp webs, causing severe damage to anything that touches them.
Cost: Three essence points are spent to activate this gift, then the following turn the ananasi spends the blood required to create the webbing.
Dice Pool: Primal Urge to activate the gift when spending the required essence.
Action: Immediate.
Roll Results
Botch: The ananasi fails to activate the gift, and cannot attempt to do so again for the remainder of the scene. All essence points are lost.
Failure: The ananasi fails to activate the gift, and cannot attempt to do so again until her next turn. All essence points are lost.
Success: The ananasi successfully activates the gift and on the next turn may spend blood and create the webbing.
Launching an Attack
If the ananasi intends to use this webbing to hit a target, an attack roll must be made. This can be done during the same turn as the blood is spent to create the webbing.
Cost: Only that of the blood points used to create the webbing used for the attack.
Dice Pool: Dexterity + Throwing.
Action: Immediate.
Roll Results
Botch: The ananasi fails to create the webbing and all blood points are lost.
Failure: The ananasi fails to hit the target, but can consume the webbing in order to regain the blood points.
Success: The ananasi hits the chosen target.
System
For every blood point the character spends, she generates enough of these webs to cover a Crinos-sized target. If the target is simply a doorway or the like, the web remains intact until it is attacked and suffers six health levels of damage; however, anyone so much as brushing up against the web takes an unsoakable health level of damage (and accordingly more, depending on how fast and hard the person hits the web).
Razor Web Dice Pool
Strength: Seven.
Health Levels: Six.
Armor Rating: Zero.
For a target ensnared in these webs, they must partake in a lengthy escape process.
- Once ensnared, the target rolls his strength as a damage pool, and takes the indicated amount of unsoakable damage.
- He may then roll strength to try and break the webs.
If unsuccessful, he may repeat this process, first rolling for damage to himself, then against the webs.
All damage done by these webs is aggravated.