Post by Scrammel on Dec 6, 2015 22:18:06 GMT
Name: Sterling
Player: NPC
Chronicle: Birmingham by Night
Nature: Big Bad Wolf (Spider)
Demeanor: Conniver
Breed: Arachnid (Ananasi)
Faction: Viskr
Aspect: Tenere
Concept: Creeper
Physical
Strength: 3
Dexterity: 5
Stamina: 4
Social
Charisma: 2
Manipulation: 5
Appearance: 1
Mental
Perception: 4
Intelligence: 4
Wits : 3
Talents
Alertness: 2
Athletics: 2
Brawl: 1
Dodge: 3
Empathy: 1
Expression: 1
Intimidation: 3
Leadership: 2
Primal-Urge: 1
Streetwise: 2
Skills
Animal Ken: 0
Crafts: 0
Drive: 0
Etiquette: 1
Firearms: 2
Larceny: 3
Melee: 2
Performance: 1
Security: 1
Stealth: 3
Survival: 4
Knowledges
Academics: 4
Computer: 0
Enigmas: 3 (+2 Sylie)
Investigation: 1
Law: 2
Medicine: 0
Occult: 2 (+3 Sylie)
Rituals: 3
Science: 1
Technology: 1
Advantages
Backgrounds
Secrets: 2
Contacts: 3
Umbral Maps: 2
Fetish: 3
Rites: 5
Totem: 2
Rank: Ananasi Tenere
3 (Adren)
Cunning: 3
Obedience: 7
Wisdom: 4
Gifts
Groom: 1
No matter the circumstances, the Ananasi always looks her best.
System: The character is permanently immune to Appearance roll penalties, or any other penalties for looking soiled, disheveled, etc.
Curse of the Great Web: 1
The Viskr makes the process of entering the Umbra more difficult for a single individual.
System: The Ananasi touches her target and the player rolls Wits + Occult (difficulty 6) in order to increase the Gauntlet by 3 for the victim. The effects last for a scene.
Balance: 1
The Ananasi is able to walk across any ledge, rope, or other narrow causeway, no matter how thin or slippery. Wind-spirits teach this Gift.
System: Difficulties for climbing decrease by three, and attempts to maintain balance automatically succeed. This Gift's effects are permanent.
Stolen Moments: 1
The Ananasi can rob a victim of the most recent few minutes of memories.
System: The werespider must touch the victim. The player spends one Gnosis point, and must succeed in a Gnosis roll (difficulty of the victim's Willpower). Success steals the last 15 minutes of the target's memories.
Hand Fangs: 2
The Ananasi's "hands" develop sharp, fang-like points which may be used to inject one dose of venom per hand into a victim.
System: The player spends one blood point. The "fangs" last for one scene and do aggravated damage equal to the werespider's Strength, in addition to injecting venom.
Man-Spider Form: 2
Through extensive refinement of her shapeshifting capabilities, the Ananasi learns to take on a "near-human" form. This Araneid form darkens the Ananasi's skin and spots it with coarse, bristly hair. Her eyes take on a reddish sheen, and her fingers terminate in small, sharp claws, while her reflexes are dramatically improved.
System: The character assumes Araneid form in the same manner a Garou assumes Glabro. Its Attribute adjustments are Strength +1, Dexterity + 3, Stamina +1, Appearance --1, and its claw attacks inflict lethal damage.
Mindspeak: 2
Invoking the power of a waking dream, the Ananasi can place any chosen characters into silent communication. A Chimerling teaches this Gift.
System: The player spends one Willpower point per chosen sentient being and makes a Manipulation + Expression roll (difficulty of the victim's Willpower) if any participants are unwilling. All those included in the waking dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Ananasi fails the roll against an unwilling member. All beings affected must be within line of sight. The Ananasi may include her entire pack in the waking dream for only one Willpower point, if she desires.
Blood Pump: 3
The Ananasi may use more blood than usual to power her actions.
System: The player spends one Gnosis point. For the rest of the scene, the Ananasi has no limits on how she may spend blood during a round beyond the amount of blood she has available.
Tick Body: 3
The Ananasi concentrates her blood, allowing herself to store more sustenance in the same volume.
System: The Ananasi's maximum blood pool permanently increases. At Rank Three it becomes 15, at Rank Four 20, and at Rank Five 25.
Fetish
[ 3 ] Tracking Web Prerequisite: Ananasi Gnosis: 6
Ananasi frequently make these fetishes for their own use, but once one is made any shapeshifter can use it, though they must expend Gnosis in place of Blood Points. The Ananasi may activate the fetish by spending a Blood Point rather than using Gnosis.
To make a Tracking Web the Ananasi excretes a pound of web (this is easiest in Pithus form) and weaves it into a tight sphere no bigger than a grape. She then teases an inch of web out of the weave, which hangs from the otherwise perfect sphere. To use the fetish the Ananasi pulls on this thread, which extends another inch before breaking off. The small piece of web is sticky to anyone but her, and she can place it on almost any surface.
At any time thereafter, she may activate the fetish. It will gently tug in the direction of the lost thread, becoming stronger as the tracking web nears the thread.
The fetish may have as many active tracking webs as the Ananasi's Gnosis. She may sever the link to any one as she desires but if she makes a new tracking web beyond her Gnosis the oldest thread crumbles to dust.
Rites:
[ 1 ] Rite Of Spinning [ Players Guide To The Changing Breeds -- Page 52 ] OR [ Ananasi -- Page 96 ]
Rite Type: 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 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 Ananasi 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 Ananasi 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.
[ 2 ] Recorder [ Ananasi -- Page 96 ]
Rite Type: Mystic
The Ananasi using this rite can create a simple web that acts as a recording device. The webbing is sound-activated and simply records and stores up to one hour of sounds, much like a tape recorder. The webbing can then be "played" back at any time, and can even be moved before it is used.
System: The ritemaster must make a Wits + Rituals roll (difficulty 7). The web is sensitive and "intelligent" enough not to record random noises, but rather to record what it is made to record, such as conversations, or specific noises like howls of wolves. Everything else works as per a standard mystic rite.
[ 2 ] Tapping Ananasa's Wisdom [ Players Guide To The Changing Breeds -- Page 52 ] OR [ Ananasi -- Page 96 ]
Rite Type: Accord
Mother is knowledge. When the need rises to learn new Gifts, there is only one source to provide them, and that is Ananasa herself. This special rite opens the ananasi to learning new Gifts through the connection in his Sylie. The ananasi must seclude himself in his Sylie, and begin the ritual to await the Great Mother's attention. If Ananasi grants her attention to the spiderling, then the learning of the Gift can begin. Once Ananasa has brought her attention to the ananasi, he must practice the Gift until it meets the Great Mother's approval -- and Ananasa is a very exacting teacher.
System: The ananasi makes a successful Charisma + Rituals roll (difficulty 7). The ananasi must bring something of personal value -- a cherished memento, perhaps even a Flyfot -- that disappears during the course of learning the new Gift. Once the object has disappeared, the young spider knows that he has performed the Gift satisfactorily. This might take a short time -- a couple of hours or so -- but normally takes a much longer period. Ananasa is not easy to please. However, the time typically shortens if the object presented is particularly important to the supplicate.
[ 5 ] Rite Of One [ Ananasi -- Page 98 ]
Rite Type: Mystic
The sacred Rite of One is a powerful rite taught only to the most trusted Ananasi. With this rite three Ananasi can join into one being, becoming an avatar of the Mother-Queen. One must be Tenere, one Kumoti, and one Hatar. This rite may only be performed in one of the sacred places, special locations in the Umbra where the Ananasi teach their young about the ways of the Ananasi.
System: Each of the three chosen Ananasi breaks down into the Crawlerling form, offering themselves to Queen Ananasa, who then takes over the three bodies, using them as her link to her Children. When she appears, she is simultaneously hideous and magnificent to behold. While she is present, Ananasi assesses her new Children and decides which aspect each will follow. One Gnosis point is taken from each of the Ananasi present, drawn from them by force, in order to allow the Mother-Queen to appear. No rolls are necessary for this rite, as Ananasa herself decides when this rite will be performed.
Every Anasi meets the Queen at least once in their lives. Though there are no physical changes in the hosts of Ananasa, the spiritual impact of hosting even a fragment of her consciousness is considered a blessing.
Willpower: 4
Bloodpool: 15
Gnosis: 7
Flaws
[ 2 ] Mark Of the Predator ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 484 )
Prerequisite: Cannot posses the Animal Ken Skill
You give off emanations of a predatory nature. Herbivores shy away from you, while carnivores see you as a potential threat and may offer challenge.
[ 3 ] Hatred ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 478 )---Guardians of Beormingas.
Certain types of people or situations arouse an uncontrollable and irrational hatred in you, causing you to make a frenzy roll whenever you confront the object or objects of your hatred. Furthermore, you actively look for opportunities to wreak destruction on your chosen targets. You should choose your nemesis carefully, since the Flaw can affect your relationship with your pack or sept, and can get in the way of your duties as a Garou. Hatred of the Wyrm is assumed and doesn't count as a suitable object for this Flaw.
[ 5 ] Can't Eat Solid Foods ( Changing Breeds 20th Anniversary Edition -- Page 209 )
Prerequisite: Ananasi
For some reason, the character's human digestive system doesn't function; she lives on a diet of blood or liquefied flesh, and needs to consume much more of it than the typical werespider. The character automatically loses one blood point per day, and when her blood pool falls below three, she risks frenzying from hunger.
Merits:
[ 3 ] Venomous ( Changing Breeds 20th Anniversary Edition -- Page 208 )
Prerequisite: Ananasi
The Ananasi retains her venom sacs even when in homid form. In homid, she may use any of her venom-based Gifts that are normally restricted to other forms.
[ 6 ] Gender-Morph ( Changing Breeds 20th Anniversary Edition -- Page 208 )
Prerequisite: Ananasi
The character can change their human sex at will, by breaking into the Crawlerling form and reforming as a human again. This can come in handy when being chased; not only are pursuers unlikely to confuse a man for a woman, but the character's scent even changes in order to throw off Garou and other keen-nosed hunters. Aside from the sex switch, this doesn't grant a radical change in appearance -- both sexes have similar features and look sufficiently alike to be siblings.
Spider Species: Money Spider.
Lilian
Strength: +2
Dexterity: +3
Stamina: +2
Manipulation: -1
Appearance: 0
Pithus
Strength: +4
Dexterity: +1
Stamina: +3
Manipulation: -3
Appearance: 0
Crawlerling
Strength: 0
Dexterity: +5
Stamina: 0
Manipulation: 0
Appearance: 0
Bio
Birmingham has long been a hub of the weaver's power. Though the Guardians of Beormingas laid their claim nearby, the Ananasi, children of the spider queen watched and waited in the web of the deep umbra. Working tirelessly the Ananasi meticulously built the web of the weaver around the city for centuries, ignoring all other usurpers in their territory. The leeches are a minor concern to them that has been deemed irrelivent to their operation.
Sterling was born in a spider spawning and within an hour of hatching from his egg he had eaten his way through his siblings and had grown considerably in size. From here he ravaged his local environment and had grown to the size of a small terrier. He had achieved this mass through the consumption of ants, rats, and eventually stray cats. Once he had reached the size of a small child, a conciderable feat for the money spider he had been just 12 hours previously he was found by another Ananasi who called herself Lillian. She helped him through his first change and tutored him in traversing the umbra. Through her he learnt the history of his kind, and the rules and rites of Queen Ananasi.
He was an excellent tutor and before long he had taken up his position as a respected member of the Ananasi in the city of Birmingham. Though reclusive they had been strong in this city since it's formation.
He has been greatly honoured by the Queen in his service to her through the years since his birth and has helped to bring many young Ananasi into her web and her service.
Through the secretive nature of the werespiders in the city and their distrust of the Garou he has watched and waited for the local tribes to make a fatal mistake. Through his observation of the Guardians of Beormingas he has fueled a long seated hatred for them, ever since he observed the corruption they had rawght in their own caern and in so doing put the surrounding area at risk including his own domain.
Ever since his first change he has found himself unable to eat, instead subsisting in much the same way as the local leeches of the city streets. Perhaps a side-effect of the strain he put himself under when he gorged his way from a 2mm spider all the way up to the size of a ten year old child.
He is ever watchful for new servants to bring to his Queen and he already has his sights set on a promising individual worthy of mentorship.
Player: NPC
Chronicle: Birmingham by Night
Nature: Big Bad Wolf (Spider)
Demeanor: Conniver
Breed: Arachnid (Ananasi)
Faction: Viskr
Aspect: Tenere
Concept: Creeper
Physical
Strength: 3
Dexterity: 5
Stamina: 4
Social
Charisma: 2
Manipulation: 5
Appearance: 1
Mental
Perception: 4
Intelligence: 4
Wits : 3
Talents
Alertness: 2
Athletics: 2
Brawl: 1
Dodge: 3
Empathy: 1
Expression: 1
Intimidation: 3
Leadership: 2
Primal-Urge: 1
Streetwise: 2
Skills
Animal Ken: 0
Crafts: 0
Drive: 0
Etiquette: 1
Firearms: 2
Larceny: 3
Melee: 2
Performance: 1
Security: 1
Stealth: 3
Survival: 4
Knowledges
Academics: 4
Computer: 0
Enigmas: 3 (+2 Sylie)
Investigation: 1
Law: 2
Medicine: 0
Occult: 2 (+3 Sylie)
Rituals: 3
Science: 1
Technology: 1
Advantages
Backgrounds
Secrets: 2
Contacts: 3
Umbral Maps: 2
Fetish: 3
Rites: 5
Totem: 2
Rank: Ananasi Tenere
3 (Adren)
Cunning: 3
Obedience: 7
Wisdom: 4
Gifts
Groom: 1
No matter the circumstances, the Ananasi always looks her best.
System: The character is permanently immune to Appearance roll penalties, or any other penalties for looking soiled, disheveled, etc.
Curse of the Great Web: 1
The Viskr makes the process of entering the Umbra more difficult for a single individual.
System: The Ananasi touches her target and the player rolls Wits + Occult (difficulty 6) in order to increase the Gauntlet by 3 for the victim. The effects last for a scene.
Balance: 1
The Ananasi is able to walk across any ledge, rope, or other narrow causeway, no matter how thin or slippery. Wind-spirits teach this Gift.
System: Difficulties for climbing decrease by three, and attempts to maintain balance automatically succeed. This Gift's effects are permanent.
Stolen Moments: 1
The Ananasi can rob a victim of the most recent few minutes of memories.
System: The werespider must touch the victim. The player spends one Gnosis point, and must succeed in a Gnosis roll (difficulty of the victim's Willpower). Success steals the last 15 minutes of the target's memories.
Hand Fangs: 2
The Ananasi's "hands" develop sharp, fang-like points which may be used to inject one dose of venom per hand into a victim.
System: The player spends one blood point. The "fangs" last for one scene and do aggravated damage equal to the werespider's Strength, in addition to injecting venom.
Man-Spider Form: 2
Through extensive refinement of her shapeshifting capabilities, the Ananasi learns to take on a "near-human" form. This Araneid form darkens the Ananasi's skin and spots it with coarse, bristly hair. Her eyes take on a reddish sheen, and her fingers terminate in small, sharp claws, while her reflexes are dramatically improved.
System: The character assumes Araneid form in the same manner a Garou assumes Glabro. Its Attribute adjustments are Strength +1, Dexterity + 3, Stamina +1, Appearance --1, and its claw attacks inflict lethal damage.
Mindspeak: 2
Invoking the power of a waking dream, the Ananasi can place any chosen characters into silent communication. A Chimerling teaches this Gift.
System: The player spends one Willpower point per chosen sentient being and makes a Manipulation + Expression roll (difficulty of the victim's Willpower) if any participants are unwilling. All those included in the waking dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Ananasi fails the roll against an unwilling member. All beings affected must be within line of sight. The Ananasi may include her entire pack in the waking dream for only one Willpower point, if she desires.
Blood Pump: 3
The Ananasi may use more blood than usual to power her actions.
System: The player spends one Gnosis point. For the rest of the scene, the Ananasi has no limits on how she may spend blood during a round beyond the amount of blood she has available.
Tick Body: 3
The Ananasi concentrates her blood, allowing herself to store more sustenance in the same volume.
System: The Ananasi's maximum blood pool permanently increases. At Rank Three it becomes 15, at Rank Four 20, and at Rank Five 25.
Fetish
[ 3 ] Tracking Web Prerequisite: Ananasi Gnosis: 6
Ananasi frequently make these fetishes for their own use, but once one is made any shapeshifter can use it, though they must expend Gnosis in place of Blood Points. The Ananasi may activate the fetish by spending a Blood Point rather than using Gnosis.
To make a Tracking Web the Ananasi excretes a pound of web (this is easiest in Pithus form) and weaves it into a tight sphere no bigger than a grape. She then teases an inch of web out of the weave, which hangs from the otherwise perfect sphere. To use the fetish the Ananasi pulls on this thread, which extends another inch before breaking off. The small piece of web is sticky to anyone but her, and she can place it on almost any surface.
At any time thereafter, she may activate the fetish. It will gently tug in the direction of the lost thread, becoming stronger as the tracking web nears the thread.
The fetish may have as many active tracking webs as the Ananasi's Gnosis. She may sever the link to any one as she desires but if she makes a new tracking web beyond her Gnosis the oldest thread crumbles to dust.
Rites:
[ 1 ] Rite Of Spinning [ Players Guide To The Changing Breeds -- Page 52 ] OR [ Ananasi -- Page 96 ]
Rite Type: 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 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 Ananasi 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 Ananasi 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.
[ 2 ] Recorder [ Ananasi -- Page 96 ]
Rite Type: Mystic
The Ananasi using this rite can create a simple web that acts as a recording device. The webbing is sound-activated and simply records and stores up to one hour of sounds, much like a tape recorder. The webbing can then be "played" back at any time, and can even be moved before it is used.
System: The ritemaster must make a Wits + Rituals roll (difficulty 7). The web is sensitive and "intelligent" enough not to record random noises, but rather to record what it is made to record, such as conversations, or specific noises like howls of wolves. Everything else works as per a standard mystic rite.
[ 2 ] Tapping Ananasa's Wisdom [ Players Guide To The Changing Breeds -- Page 52 ] OR [ Ananasi -- Page 96 ]
Rite Type: Accord
Mother is knowledge. When the need rises to learn new Gifts, there is only one source to provide them, and that is Ananasa herself. This special rite opens the ananasi to learning new Gifts through the connection in his Sylie. The ananasi must seclude himself in his Sylie, and begin the ritual to await the Great Mother's attention. If Ananasi grants her attention to the spiderling, then the learning of the Gift can begin. Once Ananasa has brought her attention to the ananasi, he must practice the Gift until it meets the Great Mother's approval -- and Ananasa is a very exacting teacher.
System: The ananasi makes a successful Charisma + Rituals roll (difficulty 7). The ananasi must bring something of personal value -- a cherished memento, perhaps even a Flyfot -- that disappears during the course of learning the new Gift. Once the object has disappeared, the young spider knows that he has performed the Gift satisfactorily. This might take a short time -- a couple of hours or so -- but normally takes a much longer period. Ananasa is not easy to please. However, the time typically shortens if the object presented is particularly important to the supplicate.
[ 5 ] Rite Of One [ Ananasi -- Page 98 ]
Rite Type: Mystic
The sacred Rite of One is a powerful rite taught only to the most trusted Ananasi. With this rite three Ananasi can join into one being, becoming an avatar of the Mother-Queen. One must be Tenere, one Kumoti, and one Hatar. This rite may only be performed in one of the sacred places, special locations in the Umbra where the Ananasi teach their young about the ways of the Ananasi.
System: Each of the three chosen Ananasi breaks down into the Crawlerling form, offering themselves to Queen Ananasa, who then takes over the three bodies, using them as her link to her Children. When she appears, she is simultaneously hideous and magnificent to behold. While she is present, Ananasi assesses her new Children and decides which aspect each will follow. One Gnosis point is taken from each of the Ananasi present, drawn from them by force, in order to allow the Mother-Queen to appear. No rolls are necessary for this rite, as Ananasa herself decides when this rite will be performed.
Every Anasi meets the Queen at least once in their lives. Though there are no physical changes in the hosts of Ananasa, the spiritual impact of hosting even a fragment of her consciousness is considered a blessing.
Willpower: 4
Bloodpool: 15
Gnosis: 7
Flaws
[ 2 ] Mark Of the Predator ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 484 )
Prerequisite: Cannot posses the Animal Ken Skill
You give off emanations of a predatory nature. Herbivores shy away from you, while carnivores see you as a potential threat and may offer challenge.
[ 3 ] Hatred ( Werewolf: the Apocalypse 20th Anniversary Edition -- Page 478 )---Guardians of Beormingas.
Certain types of people or situations arouse an uncontrollable and irrational hatred in you, causing you to make a frenzy roll whenever you confront the object or objects of your hatred. Furthermore, you actively look for opportunities to wreak destruction on your chosen targets. You should choose your nemesis carefully, since the Flaw can affect your relationship with your pack or sept, and can get in the way of your duties as a Garou. Hatred of the Wyrm is assumed and doesn't count as a suitable object for this Flaw.
[ 5 ] Can't Eat Solid Foods ( Changing Breeds 20th Anniversary Edition -- Page 209 )
Prerequisite: Ananasi
For some reason, the character's human digestive system doesn't function; she lives on a diet of blood or liquefied flesh, and needs to consume much more of it than the typical werespider. The character automatically loses one blood point per day, and when her blood pool falls below three, she risks frenzying from hunger.
Merits:
[ 3 ] Venomous ( Changing Breeds 20th Anniversary Edition -- Page 208 )
Prerequisite: Ananasi
The Ananasi retains her venom sacs even when in homid form. In homid, she may use any of her venom-based Gifts that are normally restricted to other forms.
[ 6 ] Gender-Morph ( Changing Breeds 20th Anniversary Edition -- Page 208 )
Prerequisite: Ananasi
The character can change their human sex at will, by breaking into the Crawlerling form and reforming as a human again. This can come in handy when being chased; not only are pursuers unlikely to confuse a man for a woman, but the character's scent even changes in order to throw off Garou and other keen-nosed hunters. Aside from the sex switch, this doesn't grant a radical change in appearance -- both sexes have similar features and look sufficiently alike to be siblings.
Spider Species: Money Spider.
Lilian
Strength: +2
Dexterity: +3
Stamina: +2
Manipulation: -1
Appearance: 0
Pithus
Strength: +4
Dexterity: +1
Stamina: +3
Manipulation: -3
Appearance: 0
Crawlerling
Strength: 0
Dexterity: +5
Stamina: 0
Manipulation: 0
Appearance: 0
Bio
Birmingham has long been a hub of the weaver's power. Though the Guardians of Beormingas laid their claim nearby, the Ananasi, children of the spider queen watched and waited in the web of the deep umbra. Working tirelessly the Ananasi meticulously built the web of the weaver around the city for centuries, ignoring all other usurpers in their territory. The leeches are a minor concern to them that has been deemed irrelivent to their operation.
Sterling was born in a spider spawning and within an hour of hatching from his egg he had eaten his way through his siblings and had grown considerably in size. From here he ravaged his local environment and had grown to the size of a small terrier. He had achieved this mass through the consumption of ants, rats, and eventually stray cats. Once he had reached the size of a small child, a conciderable feat for the money spider he had been just 12 hours previously he was found by another Ananasi who called herself Lillian. She helped him through his first change and tutored him in traversing the umbra. Through her he learnt the history of his kind, and the rules and rites of Queen Ananasi.
He was an excellent tutor and before long he had taken up his position as a respected member of the Ananasi in the city of Birmingham. Though reclusive they had been strong in this city since it's formation.
He has been greatly honoured by the Queen in his service to her through the years since his birth and has helped to bring many young Ananasi into her web and her service.
Through the secretive nature of the werespiders in the city and their distrust of the Garou he has watched and waited for the local tribes to make a fatal mistake. Through his observation of the Guardians of Beormingas he has fueled a long seated hatred for them, ever since he observed the corruption they had rawght in their own caern and in so doing put the surrounding area at risk including his own domain.
Ever since his first change he has found himself unable to eat, instead subsisting in much the same way as the local leeches of the city streets. Perhaps a side-effect of the strain he put himself under when he gorged his way from a 2mm spider all the way up to the size of a ten year old child.
He is ever watchful for new servants to bring to his Queen and he already has his sights set on a promising individual worthy of mentorship.