Ananasi Gifts
Rank 1
Balance
As the Garou Stargazer Gift.
(Ananasi BB p85)
Bind
The Ananasi with this Gift is able to attack two objects together by means of a small invisible bond. The bond between the objects cannot easily be broken.
System: The player spends one Gnosis point and makes a Gnosis roll (difficulty 6). Anyone trying to separate the objects must equal or beat the Ananasi's successes with a Strength roll (difficulty 7). The two objects the character wishes to bind must be in contact with each other, and the Ananasi must physically touch them both for the Gift to work.
(Ananasi BB p85)
Jump
With this Gift the Ananasi can leap amazing distances with ease. An ananasi can cover substantial distances anyway, but with this Gift they can cover full city blocks.
System: The Ananasi must make a Strength + Athletics roll (difficulty 6). Each success doubles the normal jumping distance for the Ananasi. For example, three successes would change a normal vertical leap from 5 feet per success to 40 feet per success. 4 successes would allow vertical leaps that clear 80 feet per success. This Gift works only in Lilian and Pithus forms.
(Ananasi BB p85)
Many Eyes
The Ananasi is able to gain the spider's ability to view the entire world around them. Their vision encompasses a 360-degree arc with their normal degree of visual acuity. Those looking directly at the Ananasi notice no difference, but from the corner of their eyes it looks as though the Ananasi has a series of eyes all around her head (or cephalothorax)
System: The player spends one blood point; the effect lasts for one scene. This Gift is, of course, mainly useful in Homid, Pithus and Lilian.
(PGttCB p47, Ananasi BB p85)
Resist Pain
As the Garou Philodox Gift.
(Ananasi BB p85)
Resist Toxin
As the Garou Fianna Gift.
(Ananasi BB p85)
Stolen Moments
This Gift allows the Ananasi to literally steal away the last few minutes of memories from another being. This Gift is normally used to preserve a werespider's secrets if they were accidentally revealed, or to hide the fact that the Damhan has fed on an unwilling donor.
System: The Damhan must touch the target of this Gift and spend one Gnosis. A successful Gnosis roll against the target's Willpower is required. Success means that the target has the last 15 minutes of his or her life erased from their memories. There is no obvious way to retrieve those stolen moments, although certain extended rituals or Umbral quests might do the trick.
(PGttCB p47, Ananasi BB p85)
Web Haven
The Damhan creates a haven for the night, usually within their normal dwelling as an added level of security. This webbing anchors in the material world as well as in the Umbra, and works primarily as an early warning alarm against potential attacks and as a warning that potential meals are nearby. This web must be spun, but it does not appear as a regular web unless the Ananasi wants it to. It remains invisible to mundane senses, blending into the background.
System: The werespider must spend one blood point to create the web (unless in Crawlerling form) and make a Gnosis roll, difficulty 7. The web covers roughly 100 feet per success. The anchor points for this web can be anywhere at all, even in thin air. Anything touching this webbing sends vibrations to the Ananasi, warning them of approach. This web offers no physical defenses against attack.
(Ananasi BB p85)
Web of Smoke
This Gift creates a simple trap made from webbing. Once the webbing is disturbed, 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.
System: The werespider spends one blood point. The web is not sticky, and can appear as a simple mass of common web or as an intricate, thick stranded web obviously designed to keep out or capture intruders. Once anything touches this web with enough force to break any of the strands, the web explodes into a thick, dark cloud of smoke, momentarily blinding anything in the immediate vicinity and causing a foul odor. Anyone caught in the cloud must roll Stamina (difficulty 8) or immediately go into a convulsive fit of vomiting for one turn per point of the spinner's permanent Gnosis.
(Ananasi BB p85)
Rank 2
Burrow
As the Garou Metis Gift of the same name. The character must be in Pithus form to use this Gift.
(Ananasi BB p85)
Hand Fangs
This Gift causes each limb to end in a very wickedly sharp point, much like a fang, and allows the Ananasi to inject venom from each limb (roughly one dose of venom per hand)
System: The player spends one Gnosis point and rolls Stamina + Occult. The hand fangs last for a scene, and inflict the Ananasi's Strength in aggravated damage.
(PGttCB p47, Ananasi BB p86)
Morphean Bite
The Ananasi by and large already have venom, identical in every way to that of their most common spiders. Some are toxic and some are merely irritating. But with this Gift, the Damhan can also attack supernatural enemies who might have defenses against their natural venom. Anyone bitten by the werespider is knocked unconscious immediately.
System: The character must inflict at least one health level of damage on his target after soak rolls; he then makes a Gnosis roll against a difficulty equal to the target's Stamina (never higher than 9). If successful, the target immediately succumbs, falling into a deep sleep for 12 hours per success. Any attacks on the target wake him, but loud noise or strong smells aren't sufficient.
(Ananasi BB p86)
Replenishment of the Flesh
The Ananasi cannot regenerate as other Ovid do, but they can restore their flesh through the use of their blood pool. However, this Gift provides the Damhan with another option. the werespider can summon spiders and insects into her body, assimilating the mass of these creatures into himself to heal the wounds. Insects do not survive the process, they are simply eaten. In the case of spiders, the creatures merely become another part of the Ananasi, replacing the spiders destroyed when the werespider was wounded.
Though the Ananasi keep this aspect of the Gift very secret, human flesh works just as well to mend wounds. The meat must be fresh, uncooked, and consumed orally in order to provide healing.
System: The character spends one Gnosis point per health level healed (if the Ananasi is consuming spiders) or two Gnosis points per health level (if using other insects). The werespider may take no other action during the process. The length of time the healing takes depends on how many wounds must be healed and how many spiders or insects are in the area.
(PGttCB p48, Ananasi BB p86)
Safety Line
The Ananasi is able to create an invisible strand of strong webbing to protect her from a fall or other excessive motion. The strand is normally about eight feet long, but can be shortened to about three feet or lengthened to about fifteen feet. It is capable of supporting twice the Pithus weight of the Ananasi that created it.
System: The character must make a Wits + Survival roll (difficulty 7); no blood point expenditure is necessary. The strand's attachment must remain fixed, so the character's movements cannot take her beyond the length of the strand without destroying the line. The line can be snapped by excessive weight or by inflicting three levels of damage to it. The line has an effective soak pool of three dice.
(Ananasi BB p86)
Silencing Webs
This Gift generates a heavy caul 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.
System: The werespider spends one blood point and rolls Dexterity + Firearms (difficulty 6) to hit the target's mouth. This same Gift can be used to cover a target's eyes or ears, but the difficulty increases to 7. The webs are of normal strength.
(Ananasi BB p86)
Spines
The Ananasi using this Gift creates defensive spines on his exoskeleton, much like the barbs of a porcupine. These spines break off fairly easily, remaining in the flesh of anyone who attacks the Damhan in hand-to-hand combat.
System: The character spends on Gnosis point to activate this Gift. While the spines remain, anyone striking the Ananasi with bare flesh receives a dice pool of aggravated damage equal to the attacker's strength. The Gift lasts for one scene.
(Ananasi BB p86)
Tarantula's Kiss
The Ananasi may stiffen the hairs on his body, making them as hard as the quill's on a porcupine. Once they are hardened in this manner, however, the Damhan can fire them away from his body in a volley of arrow-like missiles.
System: This is primarily a defensive Gift, and the character doesn't have fine control over where the hair-arrows go. The character must spend one blood point and roll Dexterity + Firearms (difficulty 6). Each success means one of the hairs strikes a random target within thirty feet, doing Strength +1 non-aggravated damage The hairs are coated in a mild toxin, which, while not fatal, is extremely irritating. Living targets struck by the hairs must make a Stamina roll (difficulty 8) or suffer from a painful, itchy rash that lasts for several hours. All Willpower rolls are at +2 difficulty while the stings' effect remains.
(Ananasi BB p86)
Waterwalk
Through intense concentration, the Ananasi is able to walk on water as though it were a solid surface. The water does not become level or unmoving unless it is naturally calm, making it a difficult walk for anyone in Homid form.
System: The Ananasi must make a successful Willpower roll (difficulty 7) before beginning the walk. If he is unsuccessful, he cannot attempt the Gift again for the remainder of the scene. The character must continue to make Willpower rolls each turn for the duration of the walk; if he fails his roll at any time, he can no longer stay on the water's surface, and cannot attempt to Waterwalk again that scene.
(Ananasi BB p86)
Rank 3
Blood Pump
This Gift allows the Ananasi to metabolize ingested blood more quickly than normal.
System: The player spends one Gnosis point to activate this Gift; the effects last for one scene. While the Gift is in effect, the character may spend as many blood points per turn as she likes, whether to gain more actions, heal herself, use Gifts, or whatever. Blood spent must be replenished in the usual way.
(PGttCB p48, Ananasi BB p86)
Bug Lord
Ananasi using this Gift can summon vast swarms of insects and arachnids to an area. The Ananasi can communicate with these insects, though the talk is likely to be very limited in concept. None the less, the summoned arthropods obey to the best of their abilities.
System: The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). the number of successes determines the size of the swarm (limited, of course, by the Storyteller's discretion as to how many insects are available in the area). One success should summon enough insects to cover a person, while six or more successes can bring enough insects to blanket a small office complex. The insects follow commands such as "Eat that person" or "Defend me". They are limited to their normal traveling speeds, and while they work in unison, the insects aren't really bright enough to follow complex commands.
(Ananasi BB p87)
Catch the Wind
This Gift gives the Ananasi the ability to ride on the winds, gliding from place to place with apparent ease. The character appears to be surrounded by an ethereal envelope, looking something like a ghost floating in the air.
System: The character spends one blood point and makes a Stamina roll to become something enshrouded with remarkably fine, non-adhesive webbing. The character cannot hide this effect, as it is the means for the Gift to take hold. The Ananasi has only limited control over the direction and speed that she travels; her maximum speed is equal to the current wind speed. The character can only rise fifty feet above her starting elevation. The duration of the Gift is five minutes her success. Traveling against the wind requires the character to tack into it much as a sailboat would, greatly slowing her progress.
(Ananasi BB p87)
Cling
The use of this Gift allows the Ananasi to walk about on any solid surface, in any form, much the same as a small spider walks on walls. On the wall, the character can perform any action that would normally be possible for him. Due to the nature of this Gift, the character is not disoriented by walking on a wall or hanging upside down.
System: The Ananasi must spend one blood point to activate this Gift. The strength of the surface the character wishes to climb is not an issue; otherwise the paint would flake off walls if the character tried wall crawling in any form other than Crawlerling. The character is able to use his full Strength, but the strength of the surface does become relevant if the Ananasi chooses to carry anything with him - The Gift allows only for the Ananasi's own weight. The effects last for a scene.
(Ananasi BB p87)
Part Webs
The Damhan using this Gift can walk through any webbing, even the Great Web, without actually disturbing the webs where they lay. This is very useful for moving through abandoned houses, and right past the traps set by others of their kind.
System: The character rolls Wits + Alertness (difficulty 6), and spends one Gnosis point. One success is enough to activate this Gift and it lasts for one scene.
(PGttCB p48, Ananasi BB p87)
Slick Webs
This Gift allows the Ananasi to create an almost completely frictionless web. These webs are often used to line the tunnels of their own webs or web traps, allowing them to keep a target from escaping easily.
System: The Ananasi spends one blood point and one Gnosis point to create this webbing; the web lasts until burnt or otherwise destroyed.
(Ananasi BB p87)
Spider's Grace
As the Garou Lupus Gift: Catfeet.
(Ananasi BB p88)
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.
System: The Ananasi must spend one blood point to make a substantial amount of webbing, and at the discretion of the Storyteller might have to spend more. While it's possible to cover a skyscraper in webs, it would require 20 or more blood points to do so. The webbing created by this Gift is strong enough to stop a private jet in its tracks, provided it's properly anchored in advance and there's enough of it.
(Ananasi BB p88)
Tick Body
The Ananasi using this Gift can concentrate blood within her form, much as elder vampires do, thus allowing her to store more nourishment within the same volume.
System: There is no roll for this Gift; the character's blood pool simply becomes 5 blood points per rank. A third-rank Ananasi would thus have a blood pool if 15, while a fifth-rank elder would be able to hold 25 blood points altogether. Note that this Gift does not change the fact that an Ananasi can only spend 1 blood point per turn (without the aid of the Gift: Blood Pump, of course).
(Ananasi BB p88)
Trap Door
This Gift allows the Ananasi to craft an Umbral "pocket" much like a trapdoor spider's lair. Such lairs can be placed anywhere, whether deep wilderness or the sides of a skyscraper. The Nuwisha borrowed this Gift some time ago, a fact which irks the Ananasi greatly to this day.
System: Once the Ananasi has chosen a location, she must sacrifice one permanent Gnosis to create the Umbral pocket, then roll Wits + Subterfuge (difficulty 7) to properly camouflage the 'door'.
(Ananasi BB p88)
Venom Bite
The character can use her fangs to inject a mutated venom into a target. This powerful neurotoxin paralyzes the victim, leaving only the autonomic systems - heartbeat, breathing, etc - unaffected. Unlike regular spider venom, this toxin is immediate in effect, and capable of dropping even a raging Garou.
System: The character must first successfully bite the target, then spend a Gnosis point and make a Gnosis roll, difficulty of the target's Stamina +4 (never above 9) for the venom to take effect. One dose of the poison is enough to paralyze the victim. Two doses (administered separately, of course) can stop even the autonomic systems of the victim, leading to death by asphyxiation or heart attack. This Gift is costly and most Ananasi use it only when they are outnumbered by their opponents. Certain supernaturals, such as vampires, can expel their own blood, which allows them to remove the toxins. Ovid and other regenerating creatures can also heal themselves, but to cure themselves of the venom requires enough time to regenerate four health levels of non-aggravated damage.
(Ananasi BB p88)
Rank 4
Entropic Bite
The character using this Gift injects a very powerful toxin into a target through their bite. This necrotic poison is much like that of the brown recluse spider, but is far faster in its effects. The flesh simply dies wherever the bite occurs, and the toxins are strong enough to kill a full-grown human in fifteen seconds. Moreover, th poo spreads, taking more healthy flesh each round.
System: The character must successfully bite a target first; then he spends two Gnosis points and makes a Gnosis roll against a difficulty equal to the target's Stamina +5 (never higher than 9). Once the necrotic venom enters the target's system, the target immediately feels the agonizing burn of the venom in action. The target takes one unsoakable health level of aggravated damage each turn; the poison stays in effect for one turn per success. The poison travels through the bloodstream, killing red blood cells and all soft tissues as it goes. The remains of the victim who dies from this Gift are soft enough for the werespider to "drink", and can be used to heal any wounds the werespider has suffered as if the Damhan were drinking blood. While this poison even works on vampires, they can expel their own - 5 blood points minimum - to remove the toxins from their body. During this time, the vampire can take no other actions. Most younger vampires can only "spend" one blood point per turn, leaving them completely vulnerable for at least five turns. Other Ananasi are unaffected by this Gift.
(PGttCB p48, Ananasi BB p88)
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.
System: The character must spend one Gnosis and make a Gnosis roll (difficulty 7) to activate the Gift before spending blood points as usual to spin the webbing. 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. The webbing is highly resistant to fire and soaks damage as if it had the Ananasi's Homid-form Stamina. Each cubic foot of the webbing can resist 5 health levels (after soak) of damage before breaking. Ananasi can consume this webbing and use it again after digesting it properly, this avoiding the need to spend more blood points on it.
(PGttCB p48, Ananasi BB p88)
Preserve
This Gift lets the Ananasi create a special coating that keeps objects in a form of stasis until the character needs them again. The object appears to have a soft, silky cocoon around it, preventing it from being damaged by outside forces. Fire, physical force, even the ravages of time are kept out by this delicate weave. Only the Ananasi who wove the cocoon can open it without special occult knowledge.
System: The character must expend one blood point and roll Wits + Rituals (difficulty 8) to create this weave. The Ananasi can cover a single object up to his Gnosis rating in square feet. The coating keeps the enclosed object in stasis, keeping meat and other items fresh, and even maintaining living things in a coma-like slumber. The effect lasts until the cocoon is broken; the exact means of cracking the cocoon are up to the Storyteller, but only supernatural power has a chance of success.
(Ananasi BB p88)
Hydraulic Strength
The Ananasi with this Gift can metabolize the blood she drinks to dramatically increase her strength.
System: The player rolls Strength + Medicine and the character spends a variable number of blood points to activate this Gift. Her Strength increases by 1 for each blood point she spent while invoking the Gift; the excess Strength lasts for one scene.
(Ananasi BB p89)
Web Blanket
Ananasi using this Gift create a covering of webs over a target. These webs are thick and sticky, actually springing from the body of the target itself, and covering the target in an air-tight blanket of webbing that prevents breathing and obscures all senses. It is a very unpleasant way to die.
System: The werespider spends one Gnosis and one blood point and rolls Dexterity + Medicine (difficulty of the target's Willpower). Success means the target spontaneously begins generating the thick webs that completely cover the target's body. Attempts to tear the webbing away are resisted by an effective Strength of 9. Burning the webs is a possible solution, but the target covered by the webs takes the same damage as the webs themselves.
(Ananasi BB p89)
Rank 5
Carapace
The Ananasi generates a thick carapace of armor over her natural exoskeleton. This armor allows for substantial additional protection, and regenerates if it is injured.
System: The Ananasi gains +4 Stamina for the purpose of soaking damage. The armor regenerates itself along with the werespider's body and lasts for one scene. Though no roll is required, the character must spend one Gnosis point to activate this Gift.
(PGttCB p48, Ananasi BB p89)
Survivor
As the Garou Bone Gnawer Gift.
(PGttCB p48, Ananasi BB p89)
Umbral Barrier
An Ananasi spins her web into the Great Web, strengthening the Gauntlet in the designated area and making it far more difficult for any non-Ananasi to pass into or out of the Umbra in that location. The webs generated by this Gift are intangible and invisible from the Gaia Realm and merely look like another piece of the Great Web from the Umbra.
System: The character must spend the appropriate number of blood points for the web she wants to build; in addition, an expenditure of two Gnosis and a Wits + Occult roll (difficulty 8) is required. Each success increases the Gauntlet rating between the Gaia Realm and the Low, Middle, and High Umbras by one. These barriers are often used as protection from invasion, and also as revenge against those who've slighted the werespider. This Gift's effects are permanent, although from the Penumbra the added webbing can be torn away from the Gauntlet - an involved and difficulty task.
(Ananasi BB p89)
Tenere Gifts
PGttCB p48-49, Ananasi BB p89-90
Rank 1
Groom
This Gift allows the Ananasi to insure his appearance in any situation. No matter what the circumstance - covered in mud, walking in a hurricane, anything - the character always looks his best.
System: This Gift is always active, and the Character need do nothing to have it take effect. The Tenere becomes immune to circumstantial Appearance penalties, although actual supernatural powers can overcome this Gift's protection.
(PGttCB p48, Ananasi BB p89)
Patience of Ananasa
The Tenere is able to become motionless for hours on end, without cramping or tiring, in any position the character could naturally assume. The character does not become more difficult to see, but may be more easily overlooked due to the total lack of motion; the Ananasi using this Gift does not even appear to be breathing.
System: The character makes a Willpower roll (difficulty 7). Each success indicates one hour that the Ananasi can remain motionless in one spot. If the character moves, the effect is broken. After using this Gift, the Ananasi cannot use it again for an amount of time equal to the time she spent motionless.
(PGttCB p48, Ananasi BB p90)
Rank 2
Beneath Notice
The Tenere can make one object or a small group of objects blend into the surrounding area.
System: The player spends one Gnosis point and rolls Manipulation + Subterfuge. An active searcher must exceed the number of successes on that roll in order to find the camouflaged object.
(PGttCB p48)
Breath of Ananasa
The Ananasi is able to create a pocket of air that can serve as an alternate breathing source for a temporary period. The character creates a wispy looking form that holds a small amount of air on or near his head. If unused, the air slowly leaks out, deflating the form after only a few minutes.
System: The player rolls Gnosis (difficulty 6). The character gains an amount of air good for one minute plus one minute for each success.
(PGttCB p48, Ananasi BB p90)
Camouflage
Through the use of this Gift, the Ananasi is able to blend any one object or small group of objects into the surrounding area, coating them in a web-like substance that takes on the color and texture of the things around it. Any character not actively searching the area overlooks the item as a natural part of the surroundings.
System: The character must expend one Gnosis point, and make a successful Manipulation + Subterfuge roll (difficulty 6). The number of successes equals the number of successes than an active searcher must exceed to notice the item.
(Ananasi BB p90)
Rank 3
A Mother's Look
As the Garou Galliard Gift: Eye of the Cobra.
(PGttCB p48, Ananasi BB p90)
Reshape Object
As the Garou Homid Gift.
(PGttCB p48, Ananasi BB p90)
Rank 4
Understanding the Tapestry
The Tenere using this Gift can see the connections between items that seem unrelated, thus making it easier to solve mysteries in which the items have played a part. As an example, the Tenere could see a gun's connection not only to a murder, but to the murderer and his motive.
System: The player rolls Wits + Enigmas (difficulty 7). Each success reveals more of the story behind the items and their connection. One success might indicate that the aforementioned gun killed Alex Williams in the third house on Maple Street. Five successes, on the other hand, would reveal that Alex was killed by a man hired by his wife's lover in a carefully laid out plan to cash in on the 1 million dollar life insurance policy that; that the lover also has plans for getting rid of Joe's wife in the near future, and that the hired gun is considering blackmailing the lover for more money. The character can then use this information to avenge Mr. Williams, or to blackmail the guilty parties herself, or even to set them up in a situation where they are forced to confront each other in a final conflict.
(PGttCB p48, Ananasi BB p90)
Web Sheet
The Damhan using this Gift generates a very large web at amazing speeds, allowing her to cover an entire area in strands of sticky webbing.
System: The character spends two blood points in order to cover an entire area roughly the size of a football field. Anything caught in the webbing must break free using their Strength against the webbing's effective Strength of 9. Ananasi are not effected by this Gift's effects.
(PGttCB p48, Ananasi BB p90)
Rank 5
Spider on the Mirror
The Ananasi with this Gift is able to create exact duplicates of herself to act as drones, suddenly turning into a one-woman army. The created drones are mindless, powerless entities, possessing only the physical abilities of the Tenere that created them. Each of the duplicates will act only as directed by their creator, following those directions to the letter. Once their instructed task has been completed, the created duplicates stop all actions, awaiting further direction.
System: The Ananasi must make a Gnosis roll (difficulty 8). For every success, the character may create one physical duplicate of herself. For each created duplicate, the Tenere must also pay one blood point. The character must give verbal instruction to all the duplicates, who will immediately begin to carry out their assigned duty. Each duplicate possesses physical Attributes, Gifts, Talents and Skills of its creator, but its Mental Attributes are no higher than 1, and Knowledges do not transfer. Once created, the duplicates will begin to disappear at an alarming rate. Beginning the fourth turn after they created, one duplicate will disappear every turn until only the original Ananasi is left.
(PGttCB p48, Ananasi BB p90)
Thieving Touch of Spiders
As the Garou Ragabash Gift: Thieving Talons of the Magpie.
(PGttCB p49, Ananasi BB p90)