Ananasi


These house rules were designed with the Ananasi werespiders in mind. The Changing Breed book left out or was vague about a variety of points.


Ananasi Venom


These rules apply to all Ananasi, regardless of what kind of spiders characterize the character's form.

1) Ananasi can inject venom only 3 times a day in Lilian or Pithus forms, although in Crawlerling each spider has its own venom sacs -- 3 times a day per spider!

2) Ananasi venom, unenhanced by Gifts, has full listed effect against normal humans and animals, regardless of the werespider's form. Against other Ovid, the effects are halved. Against the undead, the venom is ineffective.

3) Ananasi venom inflicts damage in addition to venom-based Gifts, if the werespider chooses to inject his regular venom, too. He can opt to inject only the Gift's venom.

4) Ananasi venom is injected by the fangs. A victim takes damage and effect from the venom only if the bite attack inflicts any damage (after soak).

5) The spider breed of an Ananasi can be wide and varied. But for brevity, there are three kinds of spider classes that determine the game effects of an Ananasi's spider. For more information on the Classes, see below. The game effects, however, are as follows:

  • Class 1 Ananasi inflict +7 dice of venom damage in Pithus, +4 in Lilian, and +2 in Crawlerling.

  • Class 2 Ananasi inflict +4 dice of venom damage in Pithus, +2 in Lilian, and +1 in Crawlerling.

  • Class 3 Ananasi inflict +2 dice of venom damage in Pithus, +1 in Lilian, and none in Crawlerling.


In all forms, the venom is considered lethal damage. However, the actual bite of a regular spider is consider bashing damage. If an Ananasi has the Venomous Merit, the Homid form's venom strength is equal to that of the Lilian, while the Homid's fangs inflict lethal damage. Gifts such as Resist Toxin counter all spider venom.

6) Ananasi are not immune to each others' venom. Nor are Ananasi immune to Nagah venom. On the other hand, Nagah are as susceptible to Ananasi venom as any other Ovid are.


Spider Breeds


Below is a very short list of major spider species, especially those that the Ananasi would commonly appear as. These spiders are broken into two Classes for the purpose of game effects. Class 1 spiders bear some of the deadlier venoms of the arachnid world, but are fairly straightforward spiders. Class 2 spiders have a weaker venom, but each breed typically has a secondary and useful ability. Note that it's rare for any of these spiders to be mortally dangerous to humans, unless a bitten victim is very old or young…or bitten repeatedly. Of course, the latter almost never happens, unless of course this were the World of Darkness where a Crawlerling mass could swarm you…

Class 1

Black Widow: These infamous web-spinners have a very high toxic content, especially the larger females of the species. This includes the rare katipo spider of New Zealand, the Australian redback spiders (who are slightly more venomous), and brown widows (who are only slightly less venomous).

Brown Recluse: Brown recluse inject a necrotic venom that causes the infected flesh to slowly wither and die. These spiders hunt by hiding and ambushing their prey.

Six-Eyed Sand Spiders: This large African arachnid dwell in desert regions and hunts by hiding in the sand and ambushing its prey.

Brazilian Wandering Spiders: As its name suggests, these spiders are found primarily in South America. They are much like the hobos, but faster and deadlier hunters.

Class 2

Wolf Spider: Wolf spiders are both swift runners, chasing down their prey efficiently. Their name is a misnomer due to an old and mistaken belief that they hunt in packs. (Of course, maybe that belief came from an arachnologist viewing a Crawlerling!) All movement speed outside of Homid form is increased by 150%.

Fisher Spider: Related to wolf spiders, fish spiders are amphibious arachnids. However, their diet pertains to insects that dwell near the water. In any form but Homid, these Ananasi can breathe underwater indefinitely.

Funnel Spider: This refers not to the highly venomous but independent Australian breed of funnel weavers, but rather a more common breed that build their webs in the shape of funnels. When prey passes by, they race out swiftly and ambush their prey, dragging it back into the funnel. An African species of this breed deserves special mention for their unusual, communal sociality. This particular breed of funnel spider yields a special bonus for Ananasi: all rolls made to interact with normal spiders (including Gifts such as Bug Lord) are made at -1 difficulty.

Jumping Spiders: These spiders are typically smaller than the others listed here. However, their ability to jump several feet to pounce their prey is quite notable. Multiply all jumping actions by two for these Ananasi in any form but Homid.

Trapdoor Spiders: These spiders use their web to help seal small holes in the earth by which they can detect and ambush prey. These trapdoors are waterproof yet the spider can sense any nearby trespasser. In any form, the trapdoor werespider may construct this underground trap with about ten minutes' construction time and a Dexterity+Survival roll (difficulty 7). This grants the werespider an excellent "foxhole" ambush spot. It demands a Perception+Survival roll (difficulty 7) to spot the trap.

Tarantulas: Tarantula venom is not highly toxic. They defend themselves by launching their quills (a mild irritation, like running one's hand over a cactus). Tarantula Ananasi may do the same -- their quills in Lilian and Pithus forms alike inflict Strength-based lethal damage, and demand a Dexterity+Brawl roll (difficulty 8) to hit. Range modifiers apply. This defense may be called upon 3/day. Such werespiders can always substitute the superior Rank 2 Gift instead.

Red-and-Black Spiders: These species of Australian spiders are brightly colored but not as venomous as the redback widows. Their method of hunting is unusual: they drop lead-lines from their web to the ground. When prey disturb the tension of the thread, they descend and attack. This characteristic delivers this breed of Ananasi the advantage of -1 difficulty to Athletics and Climbing rolls.

Crab Spiders: Crab or flower spiders are related to the wandering hobo spiders. Their toxin is not as dangerous, however. But these arachnids are able to change the color of their bodies to blend in with local flora, whether it be a green leaf or a bright red flower. Through this camouflage, they ambush and seize their prey. In game terms, in any form such Ananasi can alter their coloration to blend into natural surroundings. This grants a -2 difficulty to Stealth rolls.

Two-Tailed Spiders: These Australian spiders have two abdomens, both capable of producing silk. The well-camouflaged spiders use the heavy silk layers they produce to make traps and then ambush their prey. In game effects, Ananasi of this species can produce web silk in half the time it takes other werespiders. The silk has no more durability than other Ananasi webbing, but because so much can be produced, it can be layered faster (and thus made stronger).

Class 3

This class refers to any common garden or web-weaving spider with a venomous bite of negligible quality to larger animals. Ananasi occasionally incorporate these species. In Crawlerling, they can swarm for bite damage but no venom damage. In Lilian and Pithus, their venom is even weaker than Class 2 spiders.

Changing Species

The Ananasi can change spider species after the Metamorphosis. To do this, they must devour a number of regular spiders of the intended species: a whopping 500 spiders of the intended species! Once about 500 spiders of that species are consumed, the Ananasi will immediately begin to appear as that breed in all her forms. The 500 spiders needn't be consumed all at once. They can be collected over several months. The Ananasi cannot "cross-breed" himself by eating 250 of one species and 250 of another. No species alterations will be evident until the 500 marker is met. Of course, this doesn't stop the Kumoti from trying!


Form Stats & Permutations


For the most part, the Attributes are fine as listed in the Ananasi Changing Breed book. However, the Appearance adjustments given for Lilian and Pithus are ridiculous. Assume that the werespider's Appearance drops to 0 in both forms, regardless of any ability to "Alter Lilian".

Another clarification involves the Crawlerling form. It's usually considered a form excellent for escape or surveillence. It is not regarded as a potential attack form. And for the most part, it would not be all that effective against supernatural creatures. Nor would it often be prudent to attack regular humans in this spider-mass. Flight is a wiser instinct than fight, after all. However, should the Ananasi choose to fight in Crawlerling, certain systems must be observed.

The Ananasi's effective Strength remains 0. However, a single spider can inflict one die of bite damage. An Ananasi can send multiple spiders to attack someone, but for each independent attack, the player must split his dicepool (even if he has the Hive-Mind Merit). Not very efficient! Instead, the character can swarm his enemy. This involves multiple spiders, at least a dozen or so, and often many many more, simply washing over the target and each sinking its arachnid fangs into the unfortunate. Not only can this inflict a decent amount of damage, but a concentrated and deadly amount of venom can infect the victim all at once.

Even so, only so many spiders can assault a single victim at once. This limitation is observed by the player rolling the Crawlerling's Dexterity (+Brawl) as his attack pool. The number of successes (after any dodge action) then dictate the damage pool. So if a Crawlerling sends a swarm of twenty spiders at a screaming woman, and scores 6 successes to hit on 11 dice, the werespider then rolls 6 dice of (bashing) damage.

Once damage (if any) is determined, the werespider can have the victim suffer venom effects. For every Health Level of damage sustained from the bites, the werespider then figures how many dice of venom-based damage to roll. So in the case above, if the woman sustains 3 bites (3 levels of bashing damage) after soak, and the spiders are deadly little brown recluses, she will immediately suffer 6 dice of lethal damage! If the target happened to be a werewolf in Homid form, she would only suffer 3 dice of lethal damage.

The werespider can always just have one regular spider bite at a time. The venom will still inflict damage, but the Storyteller may adjudicate that the damage takes a day or two to manifest in such a more limited and unconcentrated quantity.

The danger, of course, is that Crawlerling spiders can be squashed. Easily. The Ananasi has no Stamina score in this form and therefore cannot soak damage. Even the largest species of spiders (e.g., wolf spiders) have but three Health Levels (OK, -1, -1, splat). Average spiders (e.g., brown recluse) only have two Health levels (OK, -1, splat). Small spiders (e.g., jumping spiders) have one meager Health Level (OK, splat). A prudent werespider often sends a dozen drones or so to distract or irritate his enemy while the rest of the mass flees.


The Renown of the Ananasi


This should help Storytellers award Ananasi players Renown as appropriate. Beneath the Renown Creeds is also included a short list of potential actions that can earn one of the Damhán a Renown reward...or penalty.

The Creed of Cunning

Cunning, to the Ananasi, is a measure of the werespider's wits under duress as well as the complexity of her webs of intrigue. A Cunning Ananasi is renowned for her dangerous mind and unflagging ability to defeat her enemies. This does not imply Glory as the Damhán are not warriors nor do they actively drape laurels on war heroes. Indeed, careless combat can cost a werespider a measure of Cunning in the eyes of the Mother-Queen. Cunning werespiders are far more apt to lead their enemies into deadly traps or set two foes against one another -- that is the Cunning spider-warrior!

I shall know my enemies.
I shall know myself.
I shall turn all things to the advantage of Ananasa.
I shall grant none foreknowledge of my actions
          and be strong in mind.


The Creed of Obedience

Obedience is more than a measure of how loyal to Queen Ananasa that the werespider is. Any ape can follow orders. Obedience demonstrates the Ananasi's capability of not only understanding direct commands of the Spider-Queen but adapting appropriately when the time comes without compromising the Queen's intent. Obedience is furthermore a measure of how far the Damhán goes to understand the Queen's Laws. The Obedient werespider always questions commands but never disobeys. Questioning leads to a better understanding, and with a better comprehension of the Mother's wishes comes a more efficient servant. And what could possibly be more efficient than one who directly and properly serves Ananasa herself, wise and knowledgeable beyond comprehension? The Obedient Damhán is an independent mouthpiece of the Queen herself, and far from a mindless drone to be scoffed at.

I will never presume.
I will listen.
I will act in perfect harmony.
I will always love no other than
          She who made me.


The Creed of Wisdom

The Wisdom of Queen Ananasa is without bounds. The Damhán who learns the secrets of his Mother and brethren is given much respect. Such werespiders are consequently among the most innovative. The Cunning Damhán innovates brilliant schemes while the Obedient werespider flawlessly creates the dramas the Queen wishes. But the Wise Ananasi is the one who invents the ways and magics by which the other Ananasi must in turn learn to achieve their goals. Seekers of lost magics and metaphysical scholars, Wise Ananasi are more attuned to the spirit world and the Great Web than most. Of course, they view the lands beyond with the same detachment as their brethren. Wisdom is cold fact applied through experience, and Wise Ananasi are noted for the ability to do just that.

I will smell the blood of the enemy.
I will hear the tales of the past.
I will see the world of spirit.
I will touch the strands of the Great Web
          and know it is One.



Renown List


Here is a short list of ways one of the Damhán can earn or lose Renown. Storytellers should feel free to add more. Note that the main Renown list found in Werewolf may still be employed so long as certain views are shifted and awards altered slightly. For example, the Combat & Encounters list scarcely applies unless one adds the lead-in for Cunning. An example might be "defeating a powerful enemy of Ananasa by arranging his police escort to prison". Always realize that the Ananasi and their Queen are perfectionists. Most often, Renown losses will be much more steep than they might be for the other Changing Breeds. For example, "not protecting a fellow Garou" would cost a Garou a hefty amount of Honor (-5) -- but among the Damhán, it's almost certain that the offender will be torn to pieces. And that's the best-case scenario.

  • Recklessly rushing into combat (-5 Cunning, -3 Wisdom)
  • Consciously compromising a higher-ranked Damhán's orders (-4 Obedience)
  • Building one's first Sylie (+1 Obedience, +1 Wisdom)
  • Surviving the Microcosm for 6 months-1 year (depending on Breed) (+4 Wisdom)
  • Destroying a (former) loved one at Ananasa's behest (+3 Obedience)
  • Maintaining safe ties to the local "herd" (mortal blood supply) (+1 Wisdom/year)
  • Faithful service to Queen Ananasa (+1 Obedience/year)
  • Helping the Ananasi to regain footholds in "lost lands" (+4 Cunning)
  • Learning a secret about the Kumo or Kumatai (+3 Cunning, +3 Wisdom, possibly more depending)
  • Following a higher-ranked Damhán's orders when they seem ridiculous (not insane) (+1 Obedience)
  • Defeating a fellow Damhán in the appropriate "field of battle" (+4 Cunning)


One may note that there are more Renown bonuses listed than penalties. This is not because the Damhán are more generous but because many penalties inflicted by the Damhán are far more brutal than "loss of face".


Ranks


Though the Changing Breed supplement says that the Damhán do not use Rank titles, this Storyteller finds it more useful to have them. So, they've been added with brief explanations of meaning.

Rank 0: Inimbo (from Tupi, meaning "thread")
Rank 1: Clotho (from Greek myth, referring to the youngest of the Fates)
Rank 2: Kookyangua (from Hopi, meaning "spider", in deference to their worship of the Spider Mother)
Rank 3: Shuravir (from Hindi, meaning "knight")
Rank 4: Sarderi (from Armenian, meaning "spider lord")
Rank 5: Mino (from Fon, spoken in Benin, meaning "witch mother")
Rank 6: Anansi (from Akan, indicating a direct representative of the Queen herself)


Gift & Rite Clarifications


Most of the Gifts in the Changing Breed book are pretty clear. However, one Gift bears special attention. Also, certain Viskr Gifts demand clarification.

Hydraulic Strength

The system, as listed, is potentially outlandishly powerful, especially if the Ananasi in question also has the Gifts Blood Pump and Tick Body (very possible for a Rank 4 werespider). The following restriction thus applies: the Strength+Medicine roll also dictates the number of Blood Points that may be spent on increasing Strength. So, while it can still be a hefty bonus (averaging 2-3 at least), it is no longer possible for a Rank 4 Ananasi to opt to spend 15 Blood Points to improve her Lilian-form Strength to whereabouts TWENTY and thereby start tossing small buildings around the scene. Additionally, if it need actually be mentioned, multiple uses of this Gift do not stack. If the character tries to use it again the next turn, his second roll replaces the last, for better or worse.

The Myrmidon Aspect's lesser Rank 2 version (Might of Ananasa) systematically works the same. But as Rank 2 werespiders cannot access either the Blood Pump or Tick Body Gift, they may only increase their Strength by +1.

Minor Unweaving

The effects of this Gift do not have to change, except to clarify. The Ananasi must first be able to detect another spell before he can try to negate it! Some spells are obvious. Some are invisible to the naked eye. To detect the unnoticeable spell effects as they're cast or in effect, the Ananasi must first roll Perception+Occult (difficulty 8). If he fails this roll, the Ananasi cannot Unweave it. He won't know it's there (unless it's directed at him and then it may be too late, if it has an instantaneous effect…). Also, the Dexterity+Occult roll is made at difficulty 7 and acts like mages' Countermagick. Each success counters out one success from the caster's roll. If the caster does not roll for his spell, the Ananasi only needs one success on his Unweaving roll.

These rules apply to the Lesser Unweaving and Greater Unweaving, too.

New Gifts & Rites

These have been added here instead of under the Hengeyokai Gifts section since the Kumo do not know these powers.

Rite of Consumption (Level 5 Individual Rite)

This Rite can only be learned from Queen Ananasa herself, as its success requires her final approval. The process by which Ananasi can effectively live as immortals, through the consumption of a human and gradually taking over that person's mind, body, and life, is already one of the best-kept secrets of the Damhán. However, the “trick” must generally be learned organically, and the discovery often happens accidentally. This Rite is reserved for those werespiders who not only learn the “trick” but Ananasa has decided is worthy and necessary and useful enough to keep around indefinitely. Mastering this Rite facilitates the process and ensures both success and restoration.

[If the Ritemaster is successful, the transition into his or her new stolen human form erases all lingering memories and fragments of identity so often left behind in what is a rather gruesome and messy process, which ensures the Damhán’s own memories fully restore.]

Cracking the Crystal (Level 6 General Gift)

Queen Ananasa is extremely picky about which Damhán she might ever promote to a Rank 6. Such a legendary werespider must be a master of her Aspect and Faction in truly innovative and trailblazing ways to even be considered. Few ever do (though the number of Rank 6s is not limited, there are rarely more than one per Aspect alive at any given time). For those who do, this singular Gift is their reward, and it grants the Ananasi immense power by tapping Queen Ananasa’s totemic powers directly. The Damhán becomes a superlative channel for her Queen to exact truly ingenious or dramatically destructive ends.

[The character expends three points of temporary Gnosis and rolls Willpower, difficulty 8, and gains certain powers for one turn per success. Among those powers: the character automatically succeeds on any Enigmas or Occult roll. The character also gains up to 9 additional points to distribute to any Attribute or Attributes that he wishes, to a maximum score of 10. This maximum threshold is based on the character’s Homid form Attributes, so would stack with Lilian, Pithus, or Crawlerling form bonuses or penalties. He could increase all Attributes by +1, or raise a singular Attribute straight to 10 and use the left-over points on other stats, or not at all.]