Danica


The deeper you dig, the darker it is getting; and we remember every detail there.

i. Consent Sheet.

Key Sheet


✅ - I am fine with this, please go ahead.
❓- Please check with me before proceeding with this topic.
🛑- Do not engage at all with this topic. No FTB, veiled, nothing. I do not want it at my table.


Horror.

  • Harm to children, kindred or not, I cannot do at all.


Bugs..... ✅
Blood..... ✅
Demons..... ✅
Eyeballs..... ✅
Gore..... ✅
Harm to animals..... ✅
Harm to children..... 🛑
Rats..... ✅
Spiders..... ✅

Relationships.

  • I do not do romance/sex between PC's at all. Hard no. NPC's only.


Romance
Fade to black..... ✅
Explicit..... ✅
Between PCs and NPCs..... ✅
Between PCs..... 🛑
Sex
Fade to black..... ✅
Explicit..... ✅
Between PCs and NPCs..... ✅
Between PCs..... 🛑

Mental and Physical.

  • For anything marked yellow, I need a heads up before the scene starts. For self harm, FTB only.


Cancer ..... ✅
Claustrophobia..... ✅
Freezing to death..... ✅
Gaslighting..... ❓
Genocide..... ✅
Heatstroke..... ✅
Natural disasters (earthquakes, forest fires)..... ✅
Paralysis/physical restraint..... ❓
Police, police aggression..... ✅
Pregnancy, miscarriage, or abortion
Self-harm..... ❓
Severe weather (hurricanes, tornadoes)..... ✅
Sexual assault..... ❓
Starvation..... ✅
Terrorism..... ✅
Torture..... ❓
Thirst..... ❓

Social and Cultural Issues.

  • Only when it is agreed upon by the table. Never for shock value, ever.


Homophobia..... ✅
Racism..... ✅
Real-world religion..... ✅
Sexism..... ✅
Specific cultural issues..... ✅

Misc.

  • For anything marked question I would like a heads up, and in depth talk with the Storyteller to ensure a plan is done for them.


Cannibalism..... ✅
Domestic Abuse..... ❓
Incest..... ❓

ii. Character Sheet.

About


  •   Name    Aconite Noharam

  •   Fera Name    Deadly like Aconite

  •   Alias    Danica | Itsy Bitsy

  •   Pronouns    she/her & us/we

  •   Species    ???

  •   Breed    Homid

  •   Aspect Organization    ???

  •   Nature    Predator

  •   Demeanor    Masquerader

  •   Rank    Three

Renown


  •   ???    🗡🗡🗡🗡

  •   ???    🗡🗡🗡🗡🗡

  •   ???    🗡🗡🗡🗡🗡🗡🗡

Misc


  •   Gnosis    🗡🗡🗡🗡🗡

  •   Willpower    🗡🗡🗡🗡🗡🗡🗡

  •   Bloodpool    🗡🗡🗡🗡🗡🗡🗡🗡🗡

Features


  •   height    5'6.5"

  •   weight    [redacted]

  •   eyes    None; removed during metamorphosis.

  •   hair    White like spider silk; mid to lower back

  •   languages    English, French, Mandarin, & Braille

  •   ethnicity    Chinese & Sudanese

  •   nationality    Australian

  •   physical disabilities / chronic illness    ???/???

Backgrounds


  •   Allies [Via RP]    🗡

  •   Contacts [Via RP]    🗡🗡

  •   Fate [Backstory]    🗡🗡

  •   Fetish [Backstory]   🗡🗡🗡🗡🗡

  •   Kinsfolk [via RP]   🗡

  •   Rites    🗡🗡🗡🗡

  •   Resources [via RP]   🗡🗡🗡

  •   Spirit Heritage [insects]    🗡🗡🗡🗡🗡

  •   Totem    🗡

Disclaimer: ST rewards dots to PC's via backstory, roleplay, story, etc and not in EXP for somethings. This sheet will reflect that.Danica is also built with heavy specialized focus. Because of that, she often will have double specs and not much else. This is by design for the table.


Attributes


  •   Strength    🕷🕷

  •   Dexterity    🕷🕷🕷🕷

  •   Stamina    🕷🕷

  •   Charisma    🕷🕷🕷🕷

  •   Manipulation    🕷🕷🕷🕷

  •   Appearance    🕷🕷🕷

  •   Perception   🕷🕷🕷🕷

  •   Intelligence    🕷🕷🕷

  •   Wits    🕷🕷🕷🕷

Specialties    
Charisma: [Air of Innocence]Dexterity: [Precise]Manipulation: [Long Con]Perception: [human echolocation]Wits: [Instinct]

Talents


  •   Alertness    🕷🕷🕷🕷

  •   Brawl    🕷🕷🕷🕷

  •   Primal Urge    🕷🕷

  •   Subterfuge   🕷🕷🕷🕷

Specialties  
Alertness: [Bioacoustics]Brawl: [Chinese Street Fighting]Subterfuge: [Deception]

Skills


  •   Craft   🕷🕷🕷

  •   Stealth   🕷🕷🕷🕷

  •   Firearms   🕷🕷🕷🕷🕷

Specialties  
Craft: [Spider Silk]Stealth: [Silent Movement]Fire Arms: [Trick Shot]

Knowledge


  •   Enigmas    🕷🕷🕷🕷

  •   Investigation    🕷🕷🕷

  •   Medicine    🕷🕷🕷🕷

  •   Occult    🕷🕷🕷🕷

  •   Rituals    🕷🕷🕷🕷

Specialties   
Enigmas: [Things We Weren't Meant to Know]Medicine: [Trauma Care]Occult: [Veil Reading]Rituals: [Summoning]

Experience


Total: 250
Used: 193
Total Left: 57
EXP/RP plans


Merits


  •   Made Assassin 1.   [Table Merit] You have been trained by and received body modifications from a criminal organization, you are adept at disposing of corpses, and leaving little to no traceable evidence that can tie you back to your crimes. Your original hair, nails, fingerprints, and teeth have been irrevocably altered to facilitate this easy disappearance, thus this merit must be taken in conjunction with Flaw: “Prime Suspect”

  •   Human Form 3.    Any medical test, no matter how rigorous, would still prove you “human.”

  •   Underworld Ties 3.    You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.

  •   Hive Mind 7.    You do not need to choose leaders and drones when you break into the Crawlerling form. The only way to truly destroy you would be to obliterate every single spider that is a part of your form. If even one survives, you retain all of your memories.

Flaws


  •   Blind 6.    You automatically fail all dice rolls involving vision. You cannot see — the world of color and light is lost to you.

  •   Dark Secret 1.    Is not a Gangrel/Kindred, is a Ananasi.

  •   Obsession 2.    There is something you like, love or are fascinated by to the point where you often disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it's not in your best interests.[Obsessed with Garou]

  •   Empathy 2.    You aren’t like other Ananasi. You actually feel for others. Whenever a situation arises that puts you in a position where you might be able to help out someone else, you must make a Willpower roll (difficulty 6) or your guilt will get the better of you, and you will do something to help them out.

  •   Bound 2.    You are blood bound to another vampire. Your regnant may not necessarily treat you badly, but the fact remains that your will is not entirely your own. The knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master. Sabbat vampires cannot take this Flaw.

  •   Prime Suspect 1.    [Table Flaw]In the eyes of law enforcement and other criminal organizations, your modifications are glaring red flags, dead giveaways of your involvement in something unsavory. As such you find yourself the target of suspicion any time a crime scene is discovered or a criminal act that is committed that could feasibly be the work of someone involved in such organizations. This Flaw must be taken if you have selected Merit: “Made Assassin”

Misc.


  •   Geas to NYC Weaver Spirit - Spirit of infrastructure    Bring balance to INY. You are bound by a spiritual compulsion that prevents you from acting against the purpose of the Geas. In this case you cannot be compelled or take an action against the purpose of bringing spiritual balance to INY. [Extra] This also counteracts attempts of any other power that would force you to do so, backlashing the person attempting such a power with aggravated damage.

????


  •  Difficulty 7.  

  • Str:ㅤㅤ +2

  • ㅤdex:ㅤ unchanged

  • ㅤstam:ㅤ +2

  • ㅤman:ㅤ -2

  • ㅤapp:ㅤ -1

????


  •   Difficulty 7.  

  • ㅤStr:ㅤㅤ +3

  • ㅤdex:ㅤㅤ +2

  • ㅤstam:ㅤ +3

  • ㅤman:ㅤ -3

  • ??:ㅤ diff -1

  • ??: +1D Damage

????


  •   Difficulty 6   

  • ㅤStr:ㅤㅤ +4

  • ㅤdex:ㅤㅤ +1

  • ㅤstam:ㅤ +3

  • ㅤman:ㅤ -3

  • ㅤapp:ㅤ [0]

  • Incite Delirium in Humans

????


  •   Difficulty 6.   

  • ㅤStr:ㅤㅤ +1

  • ㅤdex:ㅤㅤ +2

  • ㅤstam:ㅤ +2

  • ㅤman:ㅤ -3

  • ??:ㅤ diff -2

  • ??: +1D Damage

iii. Ananasi Cheat Sheet.


  • THE LAWS OF ANANASA


To keep Her children’s own balance and focus, Ananasa has set forth a series of nine Laws that rule their every action. While humans may defy their legal system, and even Garou may debate the meaning of the tenets of their Litany, every Ananasi holds these Laws at the core of their being, knowing that without them, success is not only unlikely — it is impossible.1. Obey the Mother-Queen in All Things
2. Defend Your Brethren from All Who - Would Do Them Harm
3. Follow the Aspect and Faction that Ananasa Chooses for You
4. Understand the Ways of the Triat, Both as They Were and as They Are. Know the Difference
5. Know Your Enemies
6. Know the Great Web for What It Is
7. Know Your Place
8. Keep Your Mouth Shut
9. Worship None but Ananasa

  • Entering the Umbra


- In order to cross into the Umbra, or leave it, werespiders must assume their Crawlerling form and make their way through the Web’s strands.
- Because of their Queen’s relation to Grandmother Spider, the Ananasi find it easier to cross into the Umbra where the Weaver holds firm control.
- Only those of the Hatar aspect can enter the Umbra in Wyrm-infested areas at no penalty; other aspects add +2 to their difficulty to crawl through.

AreaDifficulty
Server Room2
Office Building / Metro Area4
Suburb/Small City6
Farmland/Large Park/Rural Area8
Untouched Wilderness9
  • TRAITS


> Blood
Unlike other Changing Breeds, the Damhàn are not driven by Rage. Instead, they possess a supernatural blood pool and may use the blood points within that pool for supernatural abilities such as extra actions and healing. Regardless of their breed or form, Ananasi can hold up to 10 blood points (each one about the equivalent of a health level of damage), although some Gifts enable them to exceed this maximum.
Werespiders may eat normal food (for humans or spiders), but they gain their real sustenance and power from ingesting blood.
- Taking five blood points from an average human will hospitalize him, and more will certainly kill him.
- Animals provide blood in varying quantities depending on their size: a Husky may provide six or seven blood points, a Siamese, only one.
- For those who prefer discretion (or simply have no other options) cold-blooded animals — or even insects — can serve.
Running out of blood in her blood pool does not weaken an Ananasi, but until she has regained blood, she may not use any of the special abilities granted by her blood pool.Ananasi can accomplish the following by using blood points:- Spending one blood point allows a werespider to shift reflexively into a chosen form.
- Spending one blood point gives an Ananasi an extra action in a turn.
- Ananasi use blood points to power certain Gifts and rites.
- Ananasi may spend blood to heal wounds.
- Blood points fuel an .Ananasi’s ability to create webs
Unlike vampires, werespiders cannot employ blood to boost their Physical Attributes, nor do they gain extra bonuses from the blood of Changing Breeds or other supernatural creatures. Unless using the Gift: Blood Pump, a werespider may spend blood for only one benefit per turn — although she may spend more than one blood point to achieve her goal.
- Note that spending blood on extra actions precludes the werespider from using blood to do anything else during those actions, including using certain Gifts, healing wounds, or creating webs.
- Ananasi may not expend blood and Gnosis in the same turn, except when using a Gift that requires both.

> Healing
Ananasi do not regenerate like most other Changing Breeds. Instead, they use the blood from their blood pool to heal both normal and aggravated wounds.
- To heal bashing and lethal damage:
Damhàn spend one blood point per level of damage, and the healing takes one turn.
- In order to heal one level of aggravated damage, an Ananasi must spend a total of five blood points, at a rate of one point per turn.
The aggravated damage is healed at the end of the turn in which the last blood point is spent.
- Unless a werespider uses blood to heal damage, she heals at the same rate as normal humans do.
-Ananasi may spend blood for healing while in any form but Crawlerling.
- Diseases may also be healed as if they were aggravated damage, with more serious diseases, equating to more “levels” of damage.
Spending five blood points, or the equivalent of healing one level of aggravated damage, can purge common ailments such as the flu. Serious illnesses such as AIDS, lupus or Crohn’s disease count as three to five levels of aggravated damage (15 to 25 blood points).

> Physical Peculiarities
Once they have progressed through their Metamorphosis, even human-born Ananasi share many physical traits with natural spiders.
-Their circulatory, digestive, and respiratory systems all shift to accommodate the processing of blood in addition to solid food.
- In all forms other than Homid, Ananasi have eight eyes. This allows them greater peripheral vision (up to 240º, at the Storyteller’s discretion based on specific forms and individual physiques.
- Most of the Ananasi forms have multiple limbs, but they are bound by the same penalties for taking extra actions as any other character.

> Vulnerability
Ananasi possess no vulnerability or allergy to silver, nor to any other substance as a Breed.

> VenomEven if the spider species they emulate does not, Ananasi also possess venom-producing glands (and fangs capable of delivering this venom via a bite). These are present in all forms (including Homid), allowing a werespider to bite with poisonous effect regardless of his current shape.The Damhàn’s current form does, however, affect the venom’s potency.
- Ananasi in Pithus form produce full strength venom
- In Lilian form, their poison is somewhat diluted.
- Venom always deals aggravated damage that can only be healed through medical attention or magical healing.
- If left unattended, the damage will never heal.

> WebsNot all natural spiders build webs. As a whole, however, the Damhàn are connected to Grandmother Spider, the greatest web-mistress of all. Thus, even if an Ananasi bears the visage of a non-spinning species, his ties to Queen Ananasa provide him with the ability to create webs.When in Pithus form
- Ananasi can spin webs that are almost as strong as steel (an effective Strength of 9) and yet as flexible as natural spider webs.
- Pithus webs take four health levels of damage before they break.
- Creating webs costs a Pithus Ananasi one blood point to create a web large enough to block an industrial sized doorway, fill a small closet, or ensnare a large human (or Crinos Garou).
In Crawlerling form
- all Ananasi can spin webs that have the strength of ordinary spider webs.
- This does not require the expenditure of blood.

> Rage, Shapeshifting, Frenzy- Damhàn do not possess Rage, and thus do not rely upon it for shapeshifting.
- To move from any one form to any other, a werespider must succeed in a Stamina + Primal-Urge roll, or spend a blood point to reflexively shift to her chosen form.
- They can be induced to frenzy through supernatural means, but the difficulty to do so is raised by 2.

> Renown
Queen Ananasa judges each werespider according to their adherence to the ways of the Triat: resourcefulness and cleverness yields Cunning, adhering to Ananasa’s laws results in Obedience, and good judgment and intuition grants Wisdom.

  • TABLE CHANGES FOR ANANASI


- No blood point cap spend - at all.
- Reflexive Shifting 1bp instant.
- Bite Venom to Supernaturals is ALWAYS Aggravated regardless of form.
- In Spider forms, +2 to all defensive actions “Spider sense”.
- Bite attacks damage, may replenish half their damage rounded up in blood points or reduce an opponent's stat by a point as damage.

  • BEING A GHOUL


- Only gain one power.
^Danica picked Potence. Has two dots in it.
- System: Each dot that the vampire has in Potence adds one die to all Strength-related dice rolls. Further, the player can spend one blood point and change his Potence dice into an equal number of automatic successes to all Strength-related rolls for the turn. In melee and brawling combat, successes from Potence (either rolled or automatic) are applied to the damage roll results.
- She must always has one blood point of "Old Mans" blood in her system, or instant withdrawal. Extreme withdrawal.
Meaning she only has 9 of 10 BP to use

iv. Fetish & Companion.


Attributes


  •   strength    ❀❀❀❀

  •   dexterity    ❀❀❀❀❀

  •   stamina    ❀❀❀❀❀

  •   charisma    ❀❀❀❀

  •   manipulation    ❀❀❀❀❀

  •   appearance    ❀❀❀❀❀

  •   perception   ❀❀❀❀

  •   intelligence    ❀❀❀❀❀

  •   wits    ❀❀❀❀

Weapons |Attacks


  •   type    bite.

  •   damage    +0 dmg

  •   dicepool    6

Huntsman


  • Name : Huntsman

  • BREED : Canine | Cane Corso

  • NATURE : Guardian

  • DEMEANOR : Service Animal

  • EQUIPMENT : The Collar of Gǒu

Virtues


  •   self control    ❀❀❀❀❀

  •   courage    ❀❀❀❀

  •   conviction    ❀❀❀❀❀

Skills


  •   athletics    ❀❀❀❀

  •   brawl    ❀❀❀❀❀

  •   intimidation    ❀❀❀❀❀

Misc


  •   willpower    ❀❀❀❀❀❀❀❀❀❀

  •   initiative    ❀❀❀❀❀❀❀❀❀❀

  •   defense    ❀❀❀❀❀❀❀❀❀❀

  •   speed    14

  •   size    4

  •   health points    ❀❀❀❀❀❀❀


Spirit of Corruption & War


Collar of Gǒu


Rank


❀❀❀❀❀

Requirement


  • Gnosis 6

  • willpower 5

Aspect


  • Wyrm strong

  • Weaver mild

Activation


  • - 1 Gnosis for immediate activation (or)

  • - Wits plus Animal Kinship diff 8

Properties


Must be bound to either a Garou or a Canine animal.
If not the spirit will possess the nearest human and turn them into Fomori who will seek out a Garou to wear the collar by any means necessary.
The creature bearing the Collar cannot die, as long as the collar remains intact. Regenerating a health level of ANY kind per round. From the most grievous up.When activated the collar releases the pent up “War” spirit into possessing and attacking a target of the owners choice. During this scene the wearer of the collar gains:
- +5 strength
- +5 stamina
- 360 degree vision
- Causes Delirium in Humans, including Kinfolk
- Can bite and roll it’s owners gnosis at diff 9 to contaminate the target with Wyrm essence. This is resisted with the targets own Gnosis at difficulty 7. If it reaches 3 points the target is now Wyrm Tainted. Leaving them vulnerable to possession by Wyrm Spirits. If a target gains any points, for the next scene they Frenzy unless they spend willpower each turn.


Fetish was obtained via pre-season story. Aconite was tricked by the spirit into fixing the collar, thus creating the 'fetish' item due to her ignorance of spirits despite having natural affinity for attracting them. Intention was to have her give it to the first Garou she met. Thankfully Ananasa caught wind of what was going on and taught her the errors of her ways. This did, unfortunately, leave her with the angry spirit and being told to tame it to correct her mistake. [The mistake is being out smarted by a spirit and letting it get the upper hand, not her having it]

v. Gifts, Rites, & Totems.


gifts.


Rank 1

Mother's Touch (Level One) — The Theurge channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the Ananasi herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.System: The player spends one Gnosis point and rolls Intelligence + Med (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

Curse of the Great Web (Level One) — The Viskr using this Gift can make the way into and out of the Umbra more difficult for one target, by adding invisible spirit-fibers that catch onto the Gauntlet and make passage more diffi cult.System: The Viskr touches his target and rolls Wits + Occult, difficulty 6. Success increases the effective Gauntlet for that target by one for the duration of the scene.

Stolen Moments (Level One) — 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 are accidentally revealed, or to hide the fact that the Damhàn has fed on an unwilling donor.System: The Damhàn 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.

Scent of Sweet Honey (Level One) — A target the Ananasi touched at some point during the last hour begins to exude a wonderfully sweet aroma, and becomes slightly sticky to the touch. All manner of vermin quickly appear and coat the victim. The resulting coat of gnats, flies, bees and beetles crawls, stings, and generally impairs vision and hearing. Insect-spirits teach this Gift.System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 7). The target suffers a –1penalty to all actions for one hour per success; the smell will not wash off during this time. Although certain extended rituals or Umbral quests might do the trick.

Spirit Speech (Level One) — This Gift bestows understanding of the language of the spirit world, permitting the Garou to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the werewolf in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.System: This Gift’s effects are permanent.

Persuasion (Level One) — This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

Rank 2

Spirit Knife (Level Two) — Using this Gift, a Theurge can imbue a knife — or any other weapon she hand-crafted herself — with the power to strike across the Gauntlet, affecting enemies on the other side. This Gift conveys no ability to see across the Gauntlet beyond what the Garou normally possesses, however. A Wasp-spirit teaches this Gift.System: The Garou spends one Gnosis point, and any single weapon she crafted entirely herself is able to strike creatures on either side of the Gauntlet in any area where the Gauntlet is equal to or lower than her Gnosis. This effect lasts for the duration of the scene.

Rank 3

Adaptation (Level Three) — The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift’s effects by one hour.

Under the Gun (Level Three) — The Shadow Lord lays a curse on her foe, ensuring certain death by bullets. While the curse is in effect, bullets (as well as arrows, hurled knives, and any other missile weapons) are strangely attracted to the target. Although this Gift is useful in battle, most Shadow Lords prefer to use it secretly on a chosen foe before a fight begins, ensuring an “unfortunate accident.” A raven-spirit teaches this Gift.System: The Shadow Lord touches the intended target with her fingertips. The player spends a Gnosis point and rolls Manipulation + Firearms. The curse lingers for one day per success. While it is in effect, the difficulty to strike the target with any sort of missile attack drops by two.

Shadow Cutting (Level Three) — One of the more cunning tactics of the Shadow Lords, this Gift allows a Lord to maim or kill her opponent by attacking the shadow he casts. This tactic makes her attacks difficult to dodge, and can provide a great advantage in situations where the shadow is a larger or more accessible target than the opponent himself. A night-spirit teaches this GiftSystem: The werewolf must activate the Gift by spitting into her opponent’s shadow and spending a Gnosis point. For the remainder of the scene, she may injure her opponent by striking his shadow. Only fetish weapons, silver or natural weaponry (claws and teeth) will work in conjunction with this Gift; firearms or other mundane measures cannot transmit damage across the spirit-link. The victim has two fewer dice to dodge attacks aimed at his shadow, and cannot parry such attacks at all. The Storyteller may even give the shadow’s attacker extra dice in certain situations, such as during sunset or when the victim is a few stories up, but his shadow falls at the Garou’s feet.


Rites.


Minor Rites

Breath of Ananasa (Minor Rite):
Breath of Ananasa is a minor Ananasi rite. During this rite, the spider breathes deeply of the Mother’s breath — clean air — 13 times. While so breathing, she clears her mind of all things save her dedication of Ananasa.
- System: The character must perform this rite at least once per day for one full cycle of the moon. Doing so enables her to lower the difficulty of any one healing or detection roll by two.

Level 1

The Rite of Spinning (Level One (Mystic)):
Once the spiderling has found her place in the world, she must then tie it into the Great Web. The first rite taught to any Ananasi is the Rite of Spinning. This rite creates the haven that allows Ananasa to communicate with her children, as well as allowing the Ananasi to speak with the others of her kind through the Great Web by creating her place of solitude, the Sylie. The Sylie looks like a vast cobweb, spun in any of a number of styles, placed in a secluded corner of the character’s abode, usually the tops of trees, deep in a cave, an attic, or even a closet. The character is able to directly communicate with the two Ananasi closest to her geographically, sending messages on an almost telepathic level; these messages can only be directly communicated if the other Damhàn is also inside her Sylie. The character can also extend knowledge through the Great Web by tapping into the vast resource of knowledge that resides in its strands. Once inside the strands, the character can obtain or leave knowledge as the Storyteller sees fit. Any communication with Ananasa must be initiated by the Great Mother. Over the course of their lives Ananasi perform this rite many times, whenever they move to a new home, or whenever they advance in Rank, re-establishing themselves on the Great Web.
- System: The character must undertake a week of purification, removing all outside objects from the area that is going to become the Sylie and spending most of her time guarding and protecting the area from any outside influence. The player must roll Intelligence + Occult against a difficulty of 10. Each day of undisturbed fasting and meditation reduces the difficulty by 1, down to a minimum of 4. The character must then spend four Gnosis points. If successful, the character can now build a Sylie. This Domain exists both in the physical world and in the Umbra, although it doesn’t appear to be anything more than a mass of cobwebs to mundane senses. Each success on the roll reduces the difficulty to crawl sideways in the immediate area — for the Damhàn alone — by 1. The weaving of the Sylie takes a number of hours equal to the square footage of the area that will become the Sylie. During this time, nothing can interrupt the Ananasi or the character must start the ritual over again from the beginning.

Talisman Dedication (Level One (Mystic)):
This rite allows a Garou to bind objects to her body, allowing these objects to fit the Garou's various forms (jeans will grow to accommodate the size increase of the Crinos form, etc.) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens automatically remain with the Garou in all forms. A Garou most often performs this rite during the phase of the moon under which he was born. Each auspice has its own peculiar ritual.
- System: The cost is one Gnosis point per object dedicated, and a Garou may never have more objects bound to himself than his Gnosis score. Certain particularly large objects (Storyteller's discretion) are considered more than one of the purpose of "cost". For the purposes of Dedication, an entire set of clothing is considered one item.The Storyteller and the player should decide what happens to the object when the character assumes certain forms. For example, when the character assumes Crinos form, her backpack's straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in Hispo form, her knife may meld with her body. In such cases, the object will appear as a tattoo; others must spend a Willpower point to remove the object from the character.
- Note on Dedicated Items: A full set of clothing (top, bottom, undergarments, shoes, socks, coats, and so on) counts as one item. The idea here is that if you don't intend to use it in another form (glabro being the exception, since it can use most human items normally), the item counts as part of a character's 'full set'.
- Additional accessories count as additional items. A weapon is one item (including a loaded gun). An additional clip of bullets is one item. A holstered weapon can be dedicated as part of the note full set of clothing, but if this is the case, it can not be recovered when a character shifts, and is only available in non-wolf forms. Items in pockets are likewise unavailable in any other form, but do not take extra dots of Gnosis.

Viskir Rite: Summon Paradox (Level One (Mystic)):
The Viskr have an... understanding with Paradox-spirits. They see things in much the same way that the Weaver’s own antibodies do; basically, if something shouldn’t be there, it’s offensive and must be punished. Though they cannot command the Paradox-spirits, they can call things to their attention, and they often do so. This powerful rite simply marks something as “wrong.” Once that’s done, the Paradox-spirits decide what to do about the matter.
- System: s The ritemaster rolls Wits + Occult, difficulty 6, and makes a mark on the target by touching it. In cases where the target is human or a mage, full contact must be made, even if it’s only a handshake or a light brush against the target. Each success increases the chances that a Paradox- spirit will react immediately to the situation, meting out punishment for any Paradox the mage — or other entities, such as spirits which should not be in the physical Realm — has accrued. In the case of mages, the Paradox-spirit exact revenge as they always have. In the case of spirits, Paradox-spirits normally shove them back into the Umbra rather abruptly. In the case of mundane targets, the rite simply makes the chances of phenomenal good luck, or equally outrageous bad luck, less likely.

Rite Of Silence (Level One (Mystic)):
Ananasi who need to be silent use this rite to make up for any lack in natural ability. For the duration of this rite, the spiders are incapable of making any noise even if they bang on a drum or shatter glass. With the assistance of Raven-spirits, the Spider can sneak through dry underbrush or over a gravel road without making a sound.
- System: The Spider invoking this rite confines herself in a dark room or cave. She whispers her darkest secret and then utters an oath of silence. Raven-spirits, attracted by her secret, carry any sound she makes into the Umbra once she leaves her confinement. If the spider chooses to speak for any reason, the rite ends immediately. The Raven-spirits, disappointed that the spider did not reveal any more secrets, return the sounds they carried. For several minutes, the Spider is surrounded by a cacophony she created earlier.This rite silences only those sounds the Garou would have made directly. If she were to throw a rock at a window, for instance, the whistle of the rock through the air would be silent, but the shattering glass would not. If she punched the glass with her bare hand, the breaking window would not make a sound.

Level 2

Rite: Fetish [Fylfot] (Level Two (Mystic)):
This rite allows a Garou to create a fetish (an object with a spirit bound into it). To do this, the Garou must first cleanse the potential fetish by placing it under running water (even tap water), burying it in pure earth, exposing the object constant breezes or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works best.
- System: Roll Wits + Rituals (difficulty 10). Each point of permanent Gnosis the Garou spends during the rite reduces the difficulty by two. A botch indicates the spirit is suddenly released (if the spirit was coerced into participation, it will almost assuredly attack). If the Garou is attempting to force a spirit into the fetish, she must first attack the spirit and reduce it to zero Power before attempting to bind it into the fetish. A newly created fetish will not work until the bound spirit has recharged its Power (see Recharging Power).

Level 3

Guardians (Level Three (Caern)):
The Ananasi are very protective of their personal space, especially where their Sylie is located, and often have a few surprises waiting in their special places for un- wanted guests. Ananasi using this rite can take the bodies of previous victims or even their own molted exoskeletons and set them up as a defensive perimeter in and around their special places. More often than not these guardians are buried or hidden — walking into an apartment and finding gigantic spider carapaces or rotting corpses is blatant on a level most Anansi try to avoid. But once “activated” by the intrusion of anyone who doesn’t belong in the area these automatons immediately attack, using the simplest of methods to defend the lair of their creator.
- System: The Damhàn must spend one blood point and one Gnosis on each of the guardians created, preserving the remains and animating them with the energies they will need to fight against intruders. The physical statistics of these guardians are about half those they had in life, and despite their appearance, they have no real intelligence. Mind-affecting Gifts do not affect them. They must be completely destroyed before they will stop.


totems.


Queen Ananasa (Totem of Wisdom):
Though still in Malfeas, Ananasa remains quite ac tive when it comes to the welfare of her children. Damhàn feel her touch on them every day of their lives. Ananasa sometimes takes other Ovid as adopted children, but this is exceptionally rare (and never a possibility for Corax). She is most likely to favor Uktena, Bagheera, Bubasti and Mokolé in such a fashion.
- Traits: Ananasa grants her children Occult +3 and Enigmas +2; however, a werespider can fully capitalize on this gift only while meditating in his Sylie. Other Ovid must be alone when calling on either trait. In addition, Ananasa remains ever mindful of her children’s actions, and is more active than most totems in advising the elders among her chosen (in this case, Ananasi only).- Ban: Ananasi must obey the laws of their “Litany” as holy writ. Deliberate violation is cause for Ananasa to withdraw her guidance; repeated offenses draw graver punishment. Her children among the other Ovid must cooperate with Ananasi when asked, and are forbidden to leap into a situation without at least one fall-back option.

vi. Misc


Art


Official art by: Neddisaur