                                  ARACHNOS



   * Wall Walker: For the expenditure of 1 Blood Point per scene, the
   Kindred can cling to any surface which is not oiled, loose pebbles,
   etc., as per the level three Thaumaturgical ritual "Clinging of the
   Insect".

   ** Talons of the Ancients: With this ability, the kindred in question
   can "pop his claws", just as in Protean 2, however, these 1" claws are
   hooked talons, suitable more for climbing and cutting web-strands than
   combat. However, if used in Combat, they inflict Str+1 dam, dif 6, and
   damage is aggravated. Extending and retracting the claws requires the
   expenditure of a blood point.

   *** Spinnerets: At the third level of Arachnos, the Kindred capable of
   spinning tough, sheer, 1/2" thick strands of webbing from spinnerets
   in the forearms. These webs can be used to encapsulate objects, set
   snares, or lower the kindred from great heights safely. It has an
   extremely high tensile strength, (a single strand can support over 500
   pounds) and is extremely sticky (equivalent to Str 8, modified by the
   texture of the surface it is adhered to). If set as a snare, victims
   must roll Perception and Alertness, difficulty 7 (modified by lighting
   conditions) to detect the webs before they touch them. The strands
   have 6 soak dice, and three health levels. They are not particularly
   subject to fire, but sunlight will burn them away within seconds.

   Firing the webs as a climbing line or weapon requires a Dex+"Web
   Spinning" roll, difficulty calculated as per thrown weapons, and
   damage as per a bola. Maximum range of a web-shot is Strx10 yards.

   For each Blood Point spent, the Kindred can create enough webbing to
   fill 40 square feet, or lower one's self 300 feet. However, producing
   this amount of webbing takes an entire action.

   Atargia are immune to the adhesive aspect of the webbing, and can
   easily sever their own webbing with their claws if need be.

   **** Venomous Touch: Upon successfully wounding an opponent, the
   kindred may spend 1 blood point to inject a powerful paralytic venom
   into the subject. This venom is powerful enough to effect even Garou
   and Kindred, and is almost certainly fatal to Humans. Once the Blood
   Point is spent, the Kindred may roll Strength and Medicine (Potence
   counts as Automatic Successes), difficulty of 8. Each success on this
   roll reduces the number of dice the victim may roll on all subsequent
   actions. The venom can be counteracted by a Stamina and Fortitude
   roll, also difficulty 8. Each action the victim takes for the entire
   round, including celerity actions, is affected cumulatively, and the
   anti-venom roll must be made for each attempted action. The venom
   remains in the system of the target for (14-generation of the
   attacking Kindred) turns, and the effects are cumulative turn per
   action taken. Once the venom has completely incapacitated the victim,
   it begins to break down the body, inflicting health levels, soakable
   as per normal. These wounds are aggravated.

   The key to not perishing quickly when hit with this venom is to lie
   still. The more one acts, the quicker the poison works through the
   system. This venom can be introduced into the victim either by a bite
   attack or by using claws.

   ***** Skin of the Forefathers: With this level of proficiency, the
   Kindred creates a permanent chitinous carapace or exoskeleton, which
   covers the entire body. This carapace is rather obvious, being a shiny
   midnight blue/black full-body shell, accented with reds, purples and
   occasionally greens. As such, the Kindred's appearance is reduced to 0
   while the carapace is active. This carapace is permanent, though it
   can be "suppressed" with a willpower roll (dif 8) and a Blood point.
   Each success on this roll indicates that the Kindred can suppress the
   Exoskeleton for 1 hour. This is an aspect most often used when the
   Kindred in question is hiding his identity and Obfuscate is not
   practical.

   Dexterity is reduced by 2 while the armor is active. This armor is
   resistant to many attacks, and provides certain additional abilities.
   The following abilities are gained while the armor is active:

   1) The kindred gains 4 soak dice to be used as Fortitude while the
   carapace is active.

   2) fine, delicate hairs cover most of the body, providing a
   motion-detection ability. The kindred rolls Perception and Alertness,
   difficulty 8. Each success on this roll gives the Cainite one
   additional die to roll for initiative for the remainder of the scene.
   In addition, each success reduces the number of dice lost due to
   acting blinded by one.

   3) The talons that the Kindred gained at L2 Arachnos increase in size
   and damage to Str+2, without modifying the difficulty. The claws
   remain retractable as per L2.

   4) The Vampire grows four additional limbs in the form of two
   additional arms per side. Additional arms give the character the
   ability to make multiple attacks per turn without splitting dice
   pools, just like Fomor (see W:tA, first Ed, pg 246). Each additional
   pair of limbs may be equipped with claws and spinnerets, though each
   additional pair of talons and/or spinnerets must be purchased
   separately (i.e., 3 sets of spinnerets and 2 sets of claws would cost
   5 Blood Points to enable).

   ****** Weaver of the Fates: At this level of proficiency, the Kindred
   is capable of spinning webs so intricate that they effect the fates
   themselves. In order to weave the web effectively, the Kindred
   requires an item of significance to the person to be effected, and can
   only affect the person it was designed for. Several types of Web may
   be constructed, though a maximum of 2 webs may be applied to the same
   being. Spinning the Web of Fates requires a 10' by 10' area, and a
   Manipulation + Web Spinning roll, difficulty depending on the Web
   type.

   While the web is intact, the effects remain, and if the object linking
   the Web to the Target is removed, the effect is canceled. Spinning the
   Web requires (11-Successes on the Creation roll) in hours to create,
   and if interrupted, the web collapses into a worthless heap.
   Destroying a Web requires inflicting 10 wound levels to it, and each
   type of Web has a number of Soak Dice equal to the current willpower
   of the Kindred weaving it. Examples of Web of Fate types are as
   follows:

   1) The Weaver's Bane: For each success on the creation roll, the
   target receives one additional botch on all rolls involving a
   particular Attribute.

   2) The Weaver's Blessing: For each success on the creation roll, the
   target receives one additional success on any roll involving a
   particular Attribute, for the purposes of counteracting rolled or
   accumulated Botches.

   3) Weakness of Will: For every two success (round down) on the
   creation roll, the victim of this Web of Fate is one lower difficulty
   for purposes of Presence, Dominate, or other mine-effecting
   disciplines or magic.

   4) Strength of Will: As above, but successes increase the difficulty
   of said effects.

   5) Web of Translocation: This Web must be made in pairs, and is the
   only type of Web of Fate that effects anyone in contact with it. By
   spending a willpower point while situated in the center of the Web,
   the individual using the web is instantly transported to the second
   web of the set. If one of the pair of Webs is damaged, the
   transportation will not be activated. Each success indicates the
   maximum distance between the webs according to the following table: 1
   success: 5 miles

   2 successes: 25 miles

   3 successes: 100 miles

   4 successes: 1000 miles

   5 successes: anywhere on the planet

   6 or more successes: Anywhere the Kindred has been.

   6) Web of the Umbral Lords: Each success on the creation roll allows
   the user/target to roll one die against the Gauntlet of their current
   location for the purposes of sidestepping, as well as acting as a
   maximum number of dice they can roll while in the Umbra. If the Web is
   destroyed while the User is in the Umbra, they are immediately torn
   from the Umbra, and suffer a number of aggravated wounds equal to the
   Gauntlet of the area they emerge in.

   7) Web of the Terror of the Disciple: The number of successes on the
   creation roll equals the difficulty modifier for all actions taken
   against the target of the Web while he remains in the center of the
   Web, similar in effect and scope as Majesty.
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