The Ananasi are divided into 4 tribes (not including basic Ananasi), all related to a certain species of spider. The Ananasi tribe given in the Player's Guide is a common garden spider. The 4 tribes are:
Spindlerling (Orb Spiders)
Automatically start with gift: Spinnerets and 2 dots in Webmaking. Must take flaw: Territorial, and gains no freebie points for it. However, it does not count towards maximum flaw points.
- Static World (5th level)
- Cocoon, as 4th level Homid Gift.
- Catfeet, as 3rd level Lupus Gift.
- Entangle: Treat as 4th level Red Talon Gift: Quicksand.
- Balance, as 1st Level Stargazer Gift.
- Surface Attunement, as 2nd level Stargazer Gift.
Shamian (Jumping Spider)
Can take the Silent Strider Gift: The Great Leap as though it were level One. Gains additional +1 Dexterity and Perception in Lilian and pithus form. However, Dexterity must be higher than Stamina in Homid form.
- Catfeet, as as 3rd level Lupus gift.
- Circular Attack, as 5th Level Stargazer Gift.
- Spirit of the Bird. As Uktena 2nd level Gift, but this is level 3 for Shamians.
- Camouflage, as 1st level Wendigo gift.
The hulking Tarantula people gain an extra Wounded Level, and in Pithus and Lilian forms gain an additional +1 Strength, +2 Stamina, -1 Dexterity.
- Gift of the Porcupine, as the 4th level Metis Gift.
- Icy Chill of Despair, as 3rd Level Shadow Lord Gift.
Sambar (Funnel-Web Spider)
The Funnel-web spider is often mistaken for a trapdoor spider, as it is similar in behavior and appearance. However, it is much more dangerous, with a poison 5 times deadlier than that of a black widow. However, it will only affect very small creatures, like insects, and primates. The Sambar are the most mysterious of the Ananasi. They are believed to exist so that if they are corrupted, their deadly poison will not affect the minions of the Wyld. It usually has no effect on Shapechangers of any kind.
Sambar have a deadly poisonous bite. On a successful bite attack, it may spend a Blood Point to inject its poison. Although ineffective against shapeshifters unless 3 blood points are spent in the bite, a non-Bete will go into shock and die within an hour if antivenom is not administered. Resist Toxin will filter out the poison, but Mother's Touch will not. Bete that are injected must soak 7 Health Levels of non-aggravated damage. However, the funnel-web is nocturnal, so all Sambar lose 2 dice from their Dice pools in the Daylight. A bright light, such as Lambent Flame, will temporarily blind them.
- Hatred's Venom (4th level)
- Display of Power (Funnel-webs are aggressive creatures that will rear up and thrash about when threatened.) as the 2nd level Homid Gift Staredown.
- Wither Limb, as the Level $ Metis Gift.
- Whelp Body as the Level 4 Ragabash Gift.
- Visceral Agony. as the 3rd level Black Furies Gift.
- Resist Toxin, as the Level One Fianna gift.
Aspects of the Blood
As an ananasi grows, she will one day be forced to drink the blood of another. The way that she obtains this blood decides her role in ananasi society. These Blood Aspects decide Blood Pool, advancement, Gnosis, and Willpower.
Weavers of the Noose: Tricksters
Bloodsworn: The Keepers
The Needle of Desire: Blood Dancers
Hunger Strikers: Feeders of Force
Ananasi are fairly solitary, and their coteries tend to be small and loosely-knit. However, they do have one single overriding social bond: their Brood. Queen Ananasa and the other totems of the spider-folk have Jagglings spread out all over the world. Each of them has a Lair where it watches over the Ananasi in the area, and a bond forms between the Brood Mother/Father and its Hatchlings (Ananasi in Brood Mother's Lair), and between each of the Brood. They often take the Patron of their Brood Mother as their totem. Brood Mothers have a deep connection with each of their Hatchlings, and this spiritual tie makes them fairly powerful. Their appearance reflects the well-being and attitude of the Brood at large. However, some Ananasi simply drift away from their Brood, and the connection breaks.
Though similar to Totem, Brood is subtly, but importantly different. Each Brood Mother is a projection of queen Ananasa. That means whenever an Ananasi devotes energy to his Brood, he grants power to his Queen to help her escape from her prison. Each Brood Mother represents a facet of the Queen's psyche. As she changes, so do the Brood mothers. The state of the Brood is an indicator to the well-being of Queen Ananasa, and Brood Mothers and their Hatchlings have become much wilder, independent, and powerful. This spurs on the Ananasi's hope. Also, Brood siblings have a much deeper connection than do Bete who share Totems. They are connected on a spiritual level that is visible in the Umbra, and will be visible to Leeches with Auspex.
All Brood members can expect a varying degree of help from their Brood Mother and Broodmates (depends on how many dots are put in Brood Background. See below.)
Brood is also linked to status. The stronger an Ananasi's connection with his Brood, the more respected he will be by others. Your Rank can never be higher than your Brood rating, unless you are a Moteling, one of the pitied Broodless.
However, this status also gives you power. You can make a Gnosis roll in the Umbra, diff. (10- [Brood rating] ), or in the physical world, at diff. (11- [Brood Rating] ) to call your Brood Mother to you. She will appear as a huge spider of varied appearance, depending on her Patron Incarna and her Hatchlings. A low-ranking Ananasi with a high Brood rating can sometimes give orders to higher ranking Brood brothers.
New Ananasi Background: Brood
||You're connection with your brood is weak, almost nonexistent. You have little standing within your Brood, and must roll Perception+Gnosis Rating, diff. 7 to sense a fellow Brood member. If you summon your Brood Mother too often, she will become very annoyed with you, and possibly hinder you in the Umbra until you learn humility.|
||You have devoted a small quantity of Gnosis to your Brood Mother, but still have little standing. Although you are not widely known, you are respected by those of your Brood that do know you, and your Brood Mother will overlook small offenses against her. You will recognize a fellow Brood Member if you succeed a Perception+Gnosis roll, diff. 6, in the presence of a Hatchling of your Brood. (ST's, do this secretly.)|
||You have gained a fair amount of standing within your Brood. You are widely known, and are given much leeway by even high Ranking Brood brothers. You can automatically sense a Brood brother within 100 yds.|
||You have a strong connection with your Brood mother, and are known throughout your Brood. You have many strings to pull within your Brood, and can get almost anything you want from Ananasi of equal and lower Rank. You can speak telepathically with any Brood brother in the vincinity as well as your Brood Mother while in the Umbra. You automatically sense the exact location and identity of any Brood brother within a mile.|
||You are the champion of your Brood, and are held in awe and respect by your Brood brothers. You are seen as an avatar of your Brood Mother, and she visits you often. You know all of your Brood brothers inside and out, and your Brood Mother will risk her own life to protect you. You know the identity, exact position, and minds of all your brethren, in the Umbra or out.|
Each tribe has its place within Ananasi society. For many years the ancient duties were forgotten, but as the Ananasi grow stronger and stronger and the old Brood Mothers rejoin their Children, their society is returning to its former strength. The Keepers remembered the old ways, and sent them through the Blood Dancers to every city, every Brood, until even the Sabbat had mighty contenders to their bloody throne.
At the top of the social pyramid, are Spindlerlings. Most of them, especially their Tricksters, haven't lifted a finger since the War of Rage. They usually manipulate their willing pawns from behind the scenes. They manage the networks of servants that fuel the Ananasi web of power, and fulfill a position similar to the Princes of the Vampire cities, or the Silver Fang kings of the Garou. However, the relationship is a tense one. The other Ananasi only put up with the two-faced dealings of the Spindlerlings because only they have the prudence and subtlety to be effective leaders. More than once a noble Manaratan has rallied Ananasi against their manipulative lords. However, as long as they control the technology and political power of the cities, the Spidlerlings will occupy the upper class.
Next in power are the Manaratans. They govern the Broods, extended families, and corporations. They are granted much respect for their just ruling, but never had the slyness or deviousness to rule on a larger scale, so they are content to adminstering justice on a more personal basis. They usually keep the laws with fairness, but uprisings have been more common. . .
Enforcing the rule of the Manaratans are the Sambar. Too untrustworthy to be put in a position of political power, but too skilled to be servants, they are the leaders of teams of Ananasi, and provide direction to their underlings.
Finaly are the Shamians: far too flighty to receive command positions, they are scouts, warriors, workers, the fingers and eyes of their masters. However, with the lack of responsibility comes great freedom.
Note: There are always exceptions to these rules. A Shamian once ruled an anarchistic syndicate, before it collapsed.
The Ananasi have a dark history. They have served all members of the Triat, beginning with the Weaver, then moving on to the Wyrm, and finally falling in with the Wyld. They gained gifts from them all but have also gained the distrust of the other Bete. For more information on the Ananasi consult the Werewolf Players Guide pages 174-179 and Werewolf Players Guide 2nd Edition pages 133-137.
If something is not listed here, assume its is the same Garou in the Laws of the Wild.
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 of Wisdom
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 made up of unstable molecules and can literally breakdown into an army of tiny spiders as well as assume three other forms. For more information on the forms, see the Forms section.
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.
The Ananasi have four forms.
The Ananasi appears as a human.
Trait bonus: None
In this form, most Ananasi stand about seven ft. Also they grow two extra appendages on ether side of the Ananasi's body, leaving it with six arms and two legs. Their skin is dark in this form and a thin layer of velvet like hair covers the body. The hands are sharp and pointy, doing agg damage. Their faces are oval-shaped and their features are elongated. Their eyes are also perfect ovals.
Physical: Energetic x2, Brutal, Resilient, Tough, Lithe, Quick, Dexterous.
Social: Bestial and Tactless
+1 additional health level
Often refereed to as the Pit Spider. It vaguely resembles a black widow. They are five-ft. long and about five-ft. high. This form has eight legs (they do 1 agg) and huge jaws (they do 2 agg).
Physical: Energetic x2, Brutal, Brawny, Tough x2, Resilient, Lithe, Quick
Social: Bestial x2, Tactless
+1 additional health level
This form is literally an army of spiders. The army's size is dependent on the mass of the Ananasi and the size of the spiders that the Ananasi breaks itself down into. All the spiders must be the same size but the size of the spiders is up to the Ananasi. When in this form, the Ananasi has a collective mind and can see everything that all the spiders can see. The user is essentially invulnerable in this form, and may reform even if one spider survives. It may do so simply by summoning spiders to replace its lost flesh. However, if 30% of the spiders are destroyed, the Ananasi will look different when it returns. For game purposes, the Ananasi has about twenty health levels. But keep in mind, its really hard to kill a large mass of spiders. When in crawling, the damage that can be dealt is limited. 1 spider alone has a very slim chance. It must first win a physical challenge. Then, once successful the Ananasi must win ten simple tests to do one agg (yes, TEN). If more spiders join up, it's a little easier. If two additional spiders join the first in the biting then only 9 simple tests are need. For each additional 2 spider one less test is needed. Once 19 spiders bite together, only one simple test is made and the process is started over, but the number of spiders needed is increased by ten. Once 29 spiders are reached, the process once again starts over, but it is increased by 10 spiders yet again. This will can continue until 100 spiders bite (no more spiders will fit). For every 20 spiders, the victim must bid a extra trait simply because there are so many spiders attacking.
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.
The gifts of the Ananasi are as numerous as the Garou's and therefore far too many to list here. For ideas for the Ananasi gifts use Glasswalker gifts for Weaver gifts, Red Talon gifts for Wyld gifts and Black Spiral Dancer gifts for Wyrm Gifts, depending on which member of the Triat the Ananasi allies himself with. Homid gifts are accessible to homids and lupus gifts will suffice for Arachnos (though a few modifications may be necessary). The Ananasi may have three gifts starting. For gifts involving Rage, blood may be substituted.
*Blur of the Milky Eye, *Control Simple Machine, *Create Element, *Eyes of the Cat, *Resist Toxins, Cybersenses: Same as the Garou gifts
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.
Control Complex Machine, Blissful Ignorance, Great Leap: Same as the Garou gifts.
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.
Carapace: The Ananasi's hide is now extraordinarily tough. The character gains the traits Tough and Stalwart an can never lose them. In addition he gains an additional health level. This health level acts a little differently than others. After it is punctured, it will heal itself. The levels beyond it will not heal or be affected in any way, So if the Ananasi takes 2 agg the carapace takes one, and the Ananasi takes one. The carapace heals but the Ananasi is still bruised.
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.
The Ananasi have access to Weaver, Wyrm and Wyld rites depending on their affiliation.
The Ananasi's Renown works a little differently. Instead of have Glory and Honor, they have Cunning and Obedience. They do, however, keep the Wisdom Renown. Ananasi gain all the benefits of rank as Garou do. They also are bound to the same restrictions. The number of Renown traits necessary to gain rank is dependent on the Ananasi's alliance.
||2 Cunning, 1 Obedience
||1 Cunning, 2 Obedience
||2 Wisdom, 1 Cunning|
||4 Cunning, 1 Obedience, 1 Wisdom
||2 Cunning, 4 Obedience
||3 Wisdom, 2 Cunning|
||6 Cunning, 4 Obedience, 1 Wisdom
||4 Cunning, 6 Obedience, 1 Wisdom
||6 wisdom, 4 Cunning, 1 Obedience|
||8 Cunning 6 Obedience, 2 Wisdom
||6 Cunning, 8 Obedience, 2 Wisdom
||9 Wisdom, 6 Cunning, 1 Obedience|
||10 Cunning, 7 Obedience, 4 Wisdom
||7 Cunning, 10 Obedience, 4 Wisdom
||11 Wisdom, 8 Cunning, 1 Obedience|
||13 Cunning, 10 Obedience, 6 Wisdom
||9 Cunning, 14 Obedience, 6 Wisdom
||14 Wisdom, 12 Cunning, 2 Obedience|